emkay Posted September 7, 2004 Author Share Posted September 7, 2004 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. Quote Link to comment Share on other sites More sharing options...
emkay Posted September 7, 2004 Author Share Posted September 7, 2004 same as above with some more ambient ... Quote Link to comment Share on other sites More sharing options...
emkay Posted September 11, 2004 Author Share Posted September 11, 2004 A new creation with progressive sounding demosong... (much bass again) Quote Link to comment Share on other sites More sharing options...
emkay Posted September 13, 2004 Author Share Posted September 13, 2004 Wouldn't it be nice? If you want to create variations on an instrument, and you can do it by simply setting a different value instead of creating different instruments for every different setting ....? Quote Link to comment Share on other sites More sharing options...
emkay Posted September 14, 2004 Author Share Posted September 14, 2004 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. Quote Link to comment Share on other sites More sharing options...
emkay Posted September 14, 2004 Author Share Posted September 14, 2004 Oooops... typing mistake Then there is the table of notes.03 fd ff 01 when changing it to 04 fd ff 01 it should be 04 fd ff 00 Quote Link to comment Share on other sites More sharing options...
emkay Posted September 22, 2004 Author Share Posted September 22, 2004 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? Quote Link to comment Share on other sites More sharing options...
samurai Posted September 22, 2004 Share Posted September 22, 2004 Isn't a lack of tracker for making such tunes the reason for this situation ? Quote Link to comment Share on other sites More sharing options...
emkay Posted October 1, 2004 Author Share Posted October 1, 2004 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 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted October 1, 2004 Share Posted October 1, 2004 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 Quote Link to comment Share on other sites More sharing options...
emkay Posted October 2, 2004 Author Share Posted October 2, 2004 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. Quote Link to comment Share on other sites More sharing options...
Fröhn Posted October 2, 2004 Share Posted October 2, 2004 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. Quote Link to comment Share on other sites More sharing options...
emkay Posted October 2, 2004 Author Share Posted October 2, 2004 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. Quote Link to comment Share on other sites More sharing options...
sack-c0s Posted October 2, 2004 Share Posted October 2, 2004 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... Quote Link to comment Share on other sites More sharing options...
emkay Posted October 3, 2004 Author Share Posted October 3, 2004 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 ... Quote Link to comment Share on other sites More sharing options...
emkay Posted October 6, 2004 Author Share Posted October 6, 2004 How "close" can a pokey tune sound to an AMIGA-mod with samples? Quote Link to comment Share on other sites More sharing options...
emkay Posted October 6, 2004 Author Share Posted October 6, 2004 Until a better solution for the timing probs.... here a version with a more provisoricial bass-tone... Quote Link to comment Share on other sites More sharing options...
emkay Posted October 7, 2004 Author Share Posted October 7, 2004 Well.... to make the music sounding "soft", a soft bass-tone is heavily needed.... so I included a small "help" message in.... btw: how did we get from a banjo to a distorted guitar .-) Quote Link to comment Share on other sites More sharing options...
emkay Posted October 8, 2004 Author Share Posted October 8, 2004 OK... a last release of this.... And, I think it will really be the last release of a test-tune because of the already mentioned and known isues. Quote Link to comment Share on other sites More sharing options...
emkay Posted October 11, 2004 Author Share Posted October 11, 2004 Comes time comes exploration 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? Quote Link to comment Share on other sites More sharing options...
analmux Posted October 11, 2004 Share Posted October 11, 2004 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) Quote Link to comment Share on other sites More sharing options...
analmux Posted October 11, 2004 Share Posted October 11, 2004 .....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). Quote Link to comment Share on other sites More sharing options...
emkay Posted October 11, 2004 Author Share Posted October 11, 2004 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. Quote Link to comment Share on other sites More sharing options...
analmux Posted October 14, 2004 Share Posted October 14, 2004 Emkay, no, when you do fast volume updatings and you switch the channel on and off very frequently (vol=0, vol=1-15, vol=0, vol=1-15 etc.) then Pokey will generate a lot of crackles (you should try with a simple basic routine). Quote Link to comment Share on other sites More sharing options...
emkay Posted October 14, 2004 Author Share Posted October 14, 2004 This version is the first one that gives really fun when listening.... (at least to me ) Guess why the tune is called "Pokey mix" this time And ... its a SAP, because the sounds are very close on the different emulations... Quote Link to comment Share on other sites More sharing options...
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