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Forums > C64 Composing > How to find music that doesn't eat all that much rastertime?
2010-08-05 12:00
Shadow
Account closed

Registered: Apr 2002
Posts: 355
How to find music that doesn't eat all that much rastertime?

I'm messing about with some just-for-fun-coding, and now I wanted to add some music. However, I only have about $10 rasterlines of free time.
I've tried a bunch of songs from HVSC, but most players seems to go up to about $18 rasterlines.
Anyone know any particular composers that were known for using players which took little CPU time that I could look for?
Too bad that the maximum number of lines isn't included in the SID-info for each song, would have made it much easier.
My current method is:
1) Choose composer in HVSC randomly
2) Choose a tune by this composer randomly
3) Recompile
4) Test
5) Find out that tune takes too much rastertime
6) Make annoyed grumbling noise
7) GOTO 1

:)
 
... 12 posts hidden. Click here to view all posts....
 
2010-08-05 12:50
Linus

Registered: Jun 2004
Posts: 639
Aleksi Eeben´s JohnPlayer isn´t very hungry either. Check his HVSC directory for some unusual yet amazing stuff.
2010-08-05 14:17
NecroPolo

Registered: Jun 2009
Posts: 231
NinjaTracker is also not too hungry as well. Run a SIDidv1.07 utility on HVSC, it will most likely tell you if the actual tune of your choice was created with JP or NT.

An other option, contact Hermit. He used a SID bytestream routine called SIDrip on my SID remix album "cover" demo last year that made possible to play virtually anything regardless of player with acceptable and stable rasteritme. Even Richard Joseph's (RIP) famous music player and Times of Lore by Martin Galway that are quite hostile by that means :)

Here is the "album cover" demo, considering music playback some seemingly impossible things are going on there:

rakBIT
2010-08-05 16:09
tlr

Registered: Sep 2003
Posts: 1790
Anything by Fred Gray. Chris Hülsbecks Jinks game music.
2010-08-05 17:52
Hein

Registered: Apr 2004
Posts: 954
Music Assembler tunes

Goattracker is still pretty fast, dont think fast enough to be under $10 lines, but $18 should do. Optimize ur routine a bit :)

Streaming music is ofcourse very fast, but takes alot of memory.

Else Flight Path 737
2010-08-05 19:08
McMeatLoaf

Registered: Jan 2005
Posts: 108
How much rastertime does Flight Path 737 use?
2010-08-05 19:19
Hein

Registered: Apr 2004
Posts: 954
Quote: How much rastertime does Flight Path 737 use?

8 lines
2010-08-05 20:04
Perplex

Registered: Feb 2009
Posts: 255
Or do something like this:
Macro Player
2010-08-05 22:29
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Thanks a lot guys, some very good answers!

I actually thought of that "Flight Path 737" tune, as I knew it was one of the lowest rastertime tunes I've ever seen/heard, but I had no idea what it was called. I remember it from some Crest part with tons of sprites, that probably needed to keep it tight!

SID-dumping was also an interesting alternative, the Rokling 4-rasterline one will be a nice last-resort for CPU-heavy parts, gets a bit repetitive though! :)

Anyway, looking through HVSC by player works very nice, eventhough there aren't that many NT/JP tunes, the ones I found all played in less than $10 rasterlines, so all is good!
2010-08-06 02:02
Flex

Registered: Feb 2002
Posts: 111
Artline Designs-routine by Antti Kangas (Scorpion) eats about $13 lines.
2010-08-06 06:50
Devia

Registered: Oct 2004
Posts: 401
The players don't need e.g. $18 CONTINUOUS rasterlines.. just to put some ideas in your head ;-)

writes to the SID need to be at roughly the same line each frame, though.
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