13:37+ [Lora and Dr. Gibbs are preparing to digitize an orange] Lora: Well, here goes nothing. Dr. Gibbs: Yeah. Interesting. Interesting! Did you hear what you just said? "Here goes nothing." Lora: Well, what I meant was... Dr. Gibbs: Actually, what we propose to do is to change something into nothing, and back again. Then you might just as well have said "Here goes something. Here comes nothing." Lora: Right, mhm. Technician: ('right,) let's clear the area.
When the sid sounds good to begin with the procedurally generated output may also sound good.
I think what they're saying is that this program takes an input .sid file and scrambles its data to create a procedurally generated output.
I played some 8-bit LFSR generated sequences that were mapped to simple scales for 3 SID voices to it. Roomba listened to it still and in silence, so it must have been enjoying the experience.
Idea: Automatic Drax song generator compo. Speaking of randomization of music on the C64; In Essentials I did a kind of hack that randomly imposes algoritmic variations on top of the original Druid II tune/player. It is obviously primarily meant to be spaced out, than "good", but still an example of random variation within certain constraints. You can control how much randomness is imposed by dragging the bar further to the right. At the leftmost side no randomness is imposed, and at the rightmost side there is quite a lot of weird stuff happening. (The randomness "engine" is built on the same principles as the code that generate a lot of glitches on top of the Hat Trick game in HT Gold with different "layers" of random tweaks that operate separately, and therefore potentially also on top of each other, at the same time.) Some other time I did a random music generator for one of those 256 bytes player compos: Block Acid Dub [254 bytes] In this case it is mostly drums, bass and various bleepz.
Something like an endless random pentatonic lead over a random blues scheme shouldn't be too hard to do, even on c64 :) And the result shouldn't turn out too shabby either (probably no different to many existing tunes which are basically just that)
Please explain the research, because visuals and audio only doesn't make me understand tbh. Anyway, please keep up whatever floats your boat.
The 256 byte tune is fantastic! Excellent example with the interactive slider for Druid II. Can the engine work on any SID tune?
Almost as if it would be wonderful to have a randomizer in a music editor one day. :D
Quoting Mr SQLThe 256 byte tune is fantastic! Excellent example with the interactive slider for Druid II. Can the engine work on any SID tune? Thanks. The Druid II hack is tailored to the specific song/player in this case. I had to figure out some reasonably simple tweaks that would suit this particular composition and still sound at least fairly "musical". For example, it may be okay to randomly change the waveform of some "piano" instrument between sine/triangle/square or to enable/disable ring modulation on that sound, but perhaps not to change a drum sound by changing noise wave to another waveform as that would only sound crappy. (Not that there are any drums in this particular tune, but you get the point). On a more abstract level, I guess one could say that it would be possible to do "the same thing" on other tunes as well. That is, to use the same general approach.
The Atari Cubase i used in my last life had this :)
as much as i absolutely CRAVE for such editor (standard tracker + simple scripts for randomizing things) since i had started writing shit on C64... i somehow doubt if it's going to happen here and now.
Quoting Hate Bushas much as i absolutely CRAVE for such editor (standard tracker + simple scripts for randomizing things) since i had started writing shit on C64... i somehow doubt if it's going to happen here and now. I did something like this for a game for Endurion (don't remember the name right now). Used 2 voices for music and 3rd voice for random SFX instruments to create some kind of "spooky" atmosphere. Unfortunately it did confuse people to think some things were happening in game when they weren't. Of course you're limited to (ab)use wavetables even for little melody parts with the SFX approach. But I feel this idea could be taken much further than I took it. Also I think if you prepare a bunch of patterns in the first subtune and just loop one voice over an empty pattern it should be possible to randomly insert patterns on the fly. But I guess by "scripting" you mean not programming the randomizer / ruleset parts in assembly (?) ...
as much as i absolutely CRAVE for such editor (standard tracker + simple scripts for randomizing things) since i had started writing shit on C64... i somehow doubt if it's going to happen here and now. hope that motivates you to prove me wrong ;)
chiptunes 4,19,4,19,8 4,17,4,17,8 4,15,4,15,8 4,14,4,14,16 4,19,4,19,8 4,14,4,14,16 4,19,4,19,8 4,14,4,14,16 4,19,4,19,8 4,14,4,14,8 4,14,4,14,8 4,15,4,15,8 4,17,4,17,8 4,19,4,19,16 4,26,4,26,8 4,19,4,19,16 4,26,4,26,8 4,19,4,19,16 4,26,4,26,8 4,19,4,19,8 4,19,4,19,8 4,17,4,17,8 4,15,4,15,8 4,14,4,9,32 0,0,0,0,48 6,30,6,30,8 6,27,6,27,8 6,24,6,24,8 6,22,6,22,8 6,30,6,30,16 6,22,6,22,8 6,30,6,30,16 6,22,6,22,8 6,30,6,30,16 6,22,6,22,8 6,22,6,22,8 6,24,6,24,8 6,27,6,27,8 6,30,6,30,8 1,5,1,5,16 6,30,6,30,8 1,5,1,5,16 6,30,6,30,8 1,5,1,5,16 6,30,6,30,8 1,5,1,5,16 0,0,0,0,64 0,0,0,0,0 7,30,7,30,24 7,24,7,24,24 0,0,0,0,0
rebuildmusic rem algorithm to rebuild chiptune for i=0 to 255 MusicData(i)=MusicData(i)&%00011111+3 next i return