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Forums > C64 Composing > 4-bit, 3-chan PWM
2007-07-09 18:05
McMeatLoaf

Registered: Jan 2005
Posts: 108
4-bit, 3-chan PWM

I already know about some music with PWM (e.g. "Ragga Run" by Danko). I know you can get up to 8-bit or something (although AFAIK you can't get much better than 16khz at 6-bit), but is there any examples of using just 4-bit PWM, but in 3 channels, which basically creates a 3-chan MOD?
And if it's possible, how high sample-rate can you get? (20khz?)

Yes, the post above may seem confusing...

 
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2007-07-10 04:57
Style

Registered: Jun 2004
Posts: 498
and $d021 digis on really old crappy TVs :)

2007-07-10 16:52
McMeatLoaf

Registered: Jan 2005
Posts: 108
Quote: Don't forget there are test-bit-digis, too.

Wasn't it used in Darwin?
BTW, how good resolution do you get with it? :)
2007-07-11 05:16
Ninja

Registered: Jan 2002
Posts: 411
I had 6 bit at 15khz. The drawback is that resolution and playback frequency are reciprocal connected. Thus, 7 bit are possible but only at roughly 6.5 khz.
2007-07-11 12:50
McMeatLoaf

Registered: Jan 2005
Posts: 108
Quote: I had 6 bit at 15khz. The drawback is that resolution and playback frequency are reciprocal connected. Thus, 7 bit are possible but only at roughly 6.5 khz.


I guess you're right, doesn't the CPU speed limit the quality? (as the SID only can get up to 4khz by itself, or something)

BTW, I've heard the same sample in some C=Hacking magazine, veery nice quality! :D

Has any "unorthodox" solutions ever been used in any demo, like FM (playing the sample through the 16-bit freq register) or using the filters (playing the sample via the cutoff frequency, or simply turning it on and off for 1-bit(?) resolution)? I don't know how the quality would be though...

2007-07-11 13:33
Graham
Account closed

Registered: Dec 2002
Posts: 990
The oscillators max. base frequency is limited to 4 kHz, but this doesn't limit the samples in any way.
2007-07-11 16:07
Frantic

Registered: Mar 2003
Posts: 1648
FM stuff is surprisingly little explored on the C64. Perhaps because the "default SID usage" itself has been interesting enough for many people, while other platforms like Amiga are more likely to be used for FM stuff. Another reason for CPU hungry audio code like FM synthesis to be little explored on the C64 is of course that many C64 players are meant to be used together with game or demo code.

Also, as commonly pointed out by me and others, there has been surprisingly little attempts at doing SID stuff that requires lots of CPU in general, apart from playing samples. I mean, not only FM stuff have been under-explored, but CPU heavy audio hacking in general.
2007-07-11 21:21
MagerValp

Registered: Dec 2001
Posts: 1078
YES! We have lots of musicians/coders, I'm sure there's lots of untapped potential in the SID.
2007-07-12 00:56
Oswald

Registered: Apr 2002
Posts: 5094
well I wouldnt say that, there is mod player, polly tracker, reflex tracker, voodo people, each one pretty much maxxes out the digi possibilities of the c64 imho.
2007-07-12 06:53
Ninja

Registered: Jan 2002
Posts: 411
It's not the CPU making the limit this time. For a higher resolution, you need to produce a longer squarewave. Obviously then, you can produce less of those squarewaves per second. You could do something like 6.5 bit at ~10Khz, though. :)
2007-07-12 08:27
MagerValp

Registered: Dec 2001
Posts: 1078
Quote: well I wouldnt say that, there is mod player, polly tracker, reflex tracker, voodo people, each one pretty much maxxes out the digi possibilities of the c64 imho.

Yes, digis are maxed out. SID is not. Just look at the custom waveforms we got the other year, more stuff is bound to be hiding in there.
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