Wrathchild Posted September 21, 2004 Share Posted September 21, 2004 Here's a nice Final Fantasy tune done using two 16 bit channels. However the higher frequencies seem to go astray. Can someone take a look at see what a solution may be? I took the 'Storm' engine and made it two voices instead of 3. I also added in a small wave to the frequency. I understand that, as the the frequency gets higher, the effect of the mod is more audible, but it seems to help out the lower frequencies. Thanks, Mark ff3.zip Quote Link to comment Share on other sites More sharing options...
emkay Posted September 22, 2004 Share Posted September 22, 2004 What's the "notation-range" exactly? Are you using the same wave on the whole notation? Maybe this will help (the latest message). In that thread I am trying to explain, how to optimize POKEY sounding, because sometimes the unwanted sounding isn't POKEY's fault, it is a fault of "physics". To compensate those faults, there are still some workarounds to do. Belonging to your problem, it is necessary to change the "wave"-manipulation in parallel to the heigth of the notation. But I don't know one music creating program doing so... but, maybe it will sound OK when transposing the melody a whole octave down? BTW: Are you really using 16 Bit and the Sound output from Channel 1 * 3? The joined generator is using channel 2 and 4. But the "high resolution" for generator "A" is on channel 1 and 3 . Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 22, 2004 Author Share Posted September 22, 2004 What's the "notation-range" exactly? In midi terms - g#3 -> c8 Are you using the same wave on the whole notation?Maybe this will help (the latest message). Yes' date=' I'll take a look (& listen) In that thread I am trying to explain, how to optimize POKEY sounding, because sometimes the unwanted sounding isn't POKEY's fault, it is a fault of "physics". To compensate those faults, there are still some workarounds to do. Belonging to your problem, it is necessary to change the "wave"-manipulation in parallel to the heigth of the notation. But I don't know one music creating program doing so... From what I can see that is possible, possibly with multiple lookup tables depending on if you're in 16 bit or 8 bit mode and what clock freq that channel is tied to. Within the confines of a generic playback routine this work is a bit of an overhead. but' date=' maybe it will sound OK when transposing the melody a whole octave down?[/quote'] I may give that a go. It will mean extending the current freq tab though and I need to see how far that goes down. It maybe better to have a second freq tab, clocking that with 64 KHz instead of 1.79 MHz. BTW: Are you really using 16 Bit and the Sound output from Channel 1 * 3?The joined generator is using channel 2 and 4. But the "high resolution" for generator "A" is on channel 1 and 3 . Erm, AudCTL is $78 if that helps? Thanks, Mark Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 22, 2004 Author Share Posted September 22, 2004 I've calculated a new frequency table and this effectively dropped everything down an octave. Sounds a lot better now! Mark ff3_2.zip Quote Link to comment Share on other sites More sharing options...
emkay Posted September 22, 2004 Share Posted September 22, 2004 I've calculated a new frequency table and thiseffectively dropped everything down an octave. Sounds a lot better now! Mark I does! Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 22, 2004 Author Share Posted September 22, 2004 Thanks! One last change, just to the code, not the tune The notes.inc file now uses midi note names, i.e. Middle C = C5 Unfortunately for this player's code, the range of notes is only a window of 64 notes, so I've settle for E3 -> G8 There may be a few more FF3 tunes I can pull out like this Regards, Mark changes.zip Quote Link to comment Share on other sites More sharing options...
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