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Music help req'd


Wrathchild

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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

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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 .

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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

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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

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