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I want your ears bleeding ;)


emkay

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Another "problem" the filename shows...

 

:| The so called "Bass-tone-generator" is (perhaps) the most usable generator for very nice melodies...

I don't know why "every interesting" effect is excluded in RMT when using it.

NO frequency adustment is possible to change the color of the voice. RMT only sets the value to a standard setting.

Setting the voice interleaved with a fixed note like:

 

10

00

00

 

.... gives the voice another colour... (done in this version)

 

1 - play frequency

0 - play note

 

.... than playing simple a note.

 

 

:?

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Some Info:

 

The picture shows how the "voice" of the last Testsongs is built on...

 

As you can see, it is the so called "Bass-tone-generator"

... but with some special manipulations...

 

In the envelop you see the fast switching between the specified note and a fixed frequency... which can be set to only one value this time, because RMT does not support it.

 

Then there is the table of notes.

03 fd ff 01

 

when changing it to

 

04 fd ff 01

 

it wont lose focus, but it changes it's colour.

 

you can try to change through all notes, changing the first and the last value of the table....always with the rule:

 

first +1 last -1

and

first -1 last +1

 

 

What is this good for , you ask?

 

Take a listen at "normal" pokey tunes

When sliding, the volume changes, as the color of the voice changes...

 

Due to the continous manipulation, the voice has more continously "even" sounding + a higher res. in the sound-color.

 

You know this morphing sweeps from SID tunes?

Actually... Building a controller inside a Pokey Tracker where you can set the positions of the values to change, plus the range and type of changing, every new POKEY tune will have those sweeps, too.

 

POKEY-Music would take benefit (for the main voice at least) by:

 

-Setting volume envelop freely

-Setting external manipulation on the note-envelop

-Setting external manipulation on the Table of notes.

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No new testsong for now ;)

 

but another picture...

 

you see the screen of the great SID-Player, done by SWIETY...

 

The player shows the CPU usage...

white -> SID emulation

blue -> SID PLAYER

 

Well... SID has some h.w.-controllers to manipulate the sound it produces...This is "partially" emulated in the emulation

 

PLUS

 

additional S.W. controllers built inside the player to enhance the sounding of the SID, too...

 

It is all done inside the colorized field of the picture below.

 

What concernes me is, why there still no player exists, that is still using

the POKEYs generators in combination with those S.W.-controller-abilities?

 

Any ideas?

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  • 2 weeks later...
Belonging to "low-pass filters"... some Drum-/bass-tests....(approach tune)

 

While the drums are stable in RMT, they are different sounding from emulation to emulation...  

 

We need a hard-pokey Card ;)

 

Somewhere I have info on such a device. It was a Pokey on a card, and interfaced to the PC via the parallel port. I'll see if I can find the info - I haven't seen it in many years, but it should still be buried on my PC somewhere.

 

Stephen Anderson

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so the drumtest is another pity thing, I have appended a short MP3 recording...

It is directly recorded from RMT without any enhancing DSP after it...

Sorry, it's 512K this time, but keeping the bitrate or sample frequency lower is destroying, what the sample is created for.

Please, listen to the "drums" ... every one is sounding similar to each other...even if the emulation isn't very stable though.

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We need a hard-pokey Card ;)

nopes you don't. you just need good emulation... if you look at hardsid you will notice that just having the original soundchip doesnt give you the original sound.

 

You might be right... It seems to be more a timing problem which cannot be solved by only using a hardware-card.

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We need a hard-pokey Card ;)

nopes you don't. you just need good emulation... if you look at hardsid you will notice that just having the original soundchip doesnt give you the original sound.

 

You might be right... It seems to be more a timing problem which cannot be solved by only using a hardware-card.

 

or maybe a logic chip onboard so youy can send it register values and cycle delays for the writes - ought to bring you somewhere close...

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Please, listen to the "drums" ... every one is sounding similar to each other...even if the emulation isn't very stable though.

 

 

Doesn't anyone agree defining the drums as a "Kick-bass with reverb" sounding type?

The funny thing is that POKEY only supports high-pass filter and you just hear sounds that are not possible when using square-wave without any low-pass filter... the exeption is to find a way to "break" the squarewave-stairs ...

;)

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Comes time comes exploration :ponder:

 

Does anyone know if the A800win plus 4 is doing a cycle exact sound emulation?

It only would be needed for VBI processing...

 

My question belongs to the ability of building special effects when using two channels...

 

Similar to G2Fs raster-dividing, one can do sound manipulations by simply setting another time-offset.

 

Example:

 

(set pitch channel 0) nop2 (set pitch channel 1)

sounds different to

(set pitch channel 0) nop4 (set pitch channel 1)

 

The different sounding of the bass-tone is simply a timing problem.

 

Another example:

 

Playing the bass-tone on channel 1 + 4 gives more noise to the bass-tone than playing the bass-tone with channels 2+4.

 

I wonder if the RMT runtime is keeping the timing always the same?

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Another example:  

 

Playing the bass-tone on channel 1 + 4 gives more noise to the bass-tone than playing the bass-tone with channels 2+4.

 

Possibly because the RMT playing engine updates voices in a loop:

mva pitch1 audf1

mva pitch2 audf2

mva pitch3 audf3

mva pitch4 audf4

 

that means: when you write bass notes to voice 1+4, then inbetween there's more cpu time used (for updating voices 2+3), than when you write bass notes to voice 2+4 (half the cpu-time used, only for updating ONE instead of TWO voices)

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.....then there should be a big difference in WHEN the RMT-runtime routine is executed (in VBlank area, or on-screen area). Or in another words: at which scanline RMT-runtime is executed. It has something to do with Antic cycle-stealing DMA !!

 

I have seen that the triple/quadruple RMT engine plays at different scanlines, so f.e. the first is in a NO-ANTIC-DMA-zone, and the 2nd + 3rd are in an ANTIC-DMA-zone, etc. Does this make any difference?? A NOP-instruction takes nearly twice as long in DMA-zones (or periods).

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Possibly because the RMT playing engine updates voices in a loop:

mva pitch1 audf1

mva pitch2 audf2

mva pitch3 audf3

mva pitch4 audf4

 

 

Some speculations:

 

Isn't pokey playing each note from the start when going from 0 to 1-15 ?

 

0

______

 

 

1-15

._

|..|_|

 

 

Wouldn't it be better for the stable sounding to do something like:

 

Set freq1

Set Freq2

Set Freq3

Set Freq4

 

Set vol1

Set vol2

Set vol3

Set vol4

 

?

And then doing an additional offset setting (similar to G2F)?

 

 

Well... it would be alike if 50Hz or 200Hz programming.

The real benefit lies in the first start of the note.

 

and, wouldn't it give a benefit if it was possible to set a short "0" to the volume, so POKEY starts every note completely new, when setting a note in the editor?

OK you can set a "0" to the volume inside the editor, but the time is 1/50seconds which can be heard.

Setting a "0" before the note is played, will be done in some cycles.

 

This may cost more CPU time, but it will be handled inside the VBI.

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