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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? |
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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. :-) |
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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. :) |
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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! ;-)
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_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* |
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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 |
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HCL
Registered: Feb 2003 Posts: 727 |
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 :). |
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Monte Carlos
Registered: Jun 2004 Posts: 358 |
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
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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 |
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HCL
Registered: Feb 2003 Posts: 727 |
@Dane: Thanx, you're my best friend too ;). |
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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. |
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