Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Productions > Multispeed tunes
2002-05-06 15:02
Luca

Registered: Apr 2002
Posts: 178
Multispeed tunes

I never composed a multispeed tune because I wonder they use too much rastertime, thus the risk you can't put them in your machinekiller demo goes higher.
Is this right, or I'm producing shit instead of thoughts? Can you ever manage a multispeed tune both with sprites, scrolltexts, dypp, plasmas, bananas, chocolate and a cup of green tea?
 
... 41 posts hidden. Click here to view all posts....
 
2004-08-25 21:11
Soren

Registered: Dec 2001
Posts: 547
@Cruzer: I never said it was a problem, but nowadays I usually don't do more than 4-speed tunes. For some things 8-speed is good, but usually I'd say that 4-speed is enough for most kind of sounds.
And you can do multispeed tunes that don't take too much rastertime. The most important things to run in multispeed is waves & frequencies. Just like Dane did in "Cycle". However you can do quite "real-synth"-like sounds if you run pulse in multispeed aswell, as it will sound more smooth. There are always tricks to make people go "WOW!!!", but usual nothing that requires a lot. :-)
2004-08-26 11:03
Dane
Account closed

Registered: May 2002
Posts: 421
In the music for Cycle, voice 1 has 4x pulse. Voice 2 and 3 has the option of 4x wave+freq - but there are also some singlespeed instruments in there. All in all the limitations were quite funny to work with.

Vibratos and slides etc are of course in singlespeed.

And rastertime...about 20 lines altogether. Decimal. :)
2004-08-26 18:52
Soren

Registered: Dec 2001
Posts: 547
That's the charm about doing players.... customizing them for your needs. My latest customized player takes 3 rasterlines, but is also very limited - still you can do nice things with it.
Dane: Thumbs up! ;-)
2004-08-26 21:33
_V_
Account closed

Registered: Jan 2002
Posts: 124
You know, this is slowly convincing me to the OMA side again... =)

*looks at words like flip-flopper being swung at him... gah*
2004-09-25 22:20
Luca

Registered: Apr 2002
Posts: 178
Quote: In the music for Cycle, voice 1 has 4x pulse. Voice 2 and 3 has the option of 4x wave+freq - but there are also some singlespeed instruments in there. All in all the limitations were quite funny to work with.

Vibratos and slides etc are of course in singlespeed.

And rastertime...about 20 lines altogether. Decimal. :)


What? That music takes $14 only?
Quite impressive... :O
2004-09-27 06:54
HCL

Registered: Feb 2003
Posts: 716
Very few players are optimised for speed, but usually it doesn't matter. In this case it really did matter since the player was used in 4-speed. So you see there's alot that you can do out of a standard player :).
2004-09-27 20:21
Monte Carlos

Registered: Jun 2004
Posts: 351
I sometime ago samples sid sounds with the pc to look, how
the sid reacts, if you suddenly change parameters.
i think there are endless possibilities to improve the sound, if one uses a timer to change the parameters in the right phase, so that unwanted sounds does not occur.
2nd.: there could be a possibility to add sin sounds to the sid waveforms, if one uses filters. with some resonance/freq combinations, the waveform gets very(!) sinlike.
the problem is, that vic and sid doesn't have anything in common and that timing the sid will fuck up vic timing and vice versa. but perhaps it is possible to call the music not exactly every frame, but phase aline it. this means, that every frame, the moment of the call is shifted in the order of some period times of the waves, so that the sound is cleaner.

Monte Carlos
2004-09-27 21:38
Dane
Account closed

Registered: May 2002
Posts: 421
Quote: What? That music takes $14 only?
Quite impressive... :O


Blame HCL. I wanted to have more stuff in it, but he is such a Basic haxxor and couldn't optimize routines. :D
2004-09-28 07:50
HCL

Registered: Feb 2003
Posts: 716
@Dane: Thanx, you're my best friend too ;).
2004-09-28 22:41
Puterman
Account closed

Registered: Jan 2002
Posts: 188
Monte Carlos: Talk is cheap, code is expensive. And the exchange rates seem to be rising all the time.
Previous - 1 | 2 | 3 | 4 | 5 | 6 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
TheEnemy/TREX/THD
Bansai/BSILabs
cba
Gordian
Rick/F4CG
St0rmfr0nt/Quantum
Oswald/Resource
TheRyk/MYD!
Scooby/G★P/Light
megasoftargentina
Guests online: 153
Top Demos
1 Next Level  (9.8)
2 Mojo  (9.7)
3 Coma Light 13  (9.7)
4 Edge of Disgrace  (9.6)
5 Comaland 100%  (9.6)
6 No Bounds  (9.6)
7 Uncensored  (9.6)
8 Wonderland XIV  (9.6)
9 Bromance  (9.6)
10 Memento Mori  (9.6)
Top onefile Demos
1 It's More Fun to Com..  (9.7)
2 Party Elk 2  (9.7)
3 Cubic Dream  (9.6)
4 Copper Booze  (9.5)
5 Rainbow Connection  (9.5)
6 TRSAC, Gabber & Pebe..  (9.5)
7 Onscreen 5k  (9.5)
8 Wafer Demo  (9.5)
9 Dawnfall V1.1  (9.5)
10 Quadrants  (9.5)
Top Groups
1 Oxyron  (9.3)
2 Nostalgia  (9.3)
3 Booze Design  (9.3)
4 Censor Design  (9.3)
5 Crest  (9.3)
Top Diskmag Editors
1 Jazzcat  (9.4)
2 Magic  (9.4)
3 hedning  (9.2)
4 Newscopy  (9.1)
5 Elwix  (9.1)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.041 sec.