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emkay

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some adjustment on this one:

 

Still the old timing problem (not pokey problem) ... but listenable imho.

Seems we need a recording of this one( wink to Analmux or Fandal :D ).

 

it seems this tune can still be optimized further....then make a recording of this

 

How about this one?

 

Sometimes there are "drops" but I'm not sure, whether they are an emulation or a pokey problem.

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some adjustment on this one:

 

Still the old timing problem (not pokey problem) ... but listenable imho.

Seems we need a recording of this one( wink to Analmux or Fandal :D ).

 

it seems this tune can still be optimized further....then make a recording of this

 

How about this one?

 

Sometimes there are "drops" but I'm not sure, whether they are an emulation or a pokey problem.

 

You often make multiple versions of one piece of music....maybe it is an idea to be more clear on what you did change exactly...for most people it is hard to hear what you changed.

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You often make multiple versions of one piece of music....maybe it is an idea to be more clear on what you did change exactly...for most people it is hard to hear what you changed.

 

 

It's very complex to explain. The best thing would be, to have the possibility of writing comments into the RMT File.

 

But, it's mainly the same:

 

With the start of "my" instrument, the pokey voices have a stable "offset". Setting a different note for a short time, gives a different offset between the main voice and the filter voice, that create the "new" sound.

In the envelope "loop" the offset is changed as needed, to make sound more "up" and "down".

A short offset between the main and the filter voice, results in a tone near as double of the oscillation frequency. The widest offset results in the lowest tone.

With the timing at the start, you can remove the clicks plus adjust the difference between the low and high tones, to make the sounds fit better for making music. So it is possible to make vibratos in a much "finer" resolution, than to fast swith the pitch of the main voice.

 

and so on.

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here in the .zip is summer.mp3

 

it sounds slightly cleaner on the real machine

 

Well... this is the point : In RMT we have to fight with problems that are not on the real thing.

 

Btw: the "slide" is done with "standard" filter programming, so there is no gap between the notes. Thus, it gets spread.

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  • 2 weeks later...

Another one.... already known ;-) ... not finished, just for example.

 

Explanations:

 

A "cool" baseline gives a "real" floating to the tune.

The possibility is given, to have a sound difference recognition, when it comes to "Moll" and "Dur".

Edited by emkay
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Another one.... already known ;-) ... not finished, just for example.

 

Explanations:

 

A "cool" baseline gives a "real" floating to the tune.

The possibility is given, to have a sound difference recognition, when it comes to "Moll" and "Dur".

 

maybe it would sound better (in right pitch) when you choose a filtersetting for the main voice melody instead of the background support arpeggio chords. Maybe even a 1.79mhz filter setting.

 

can you PM me the RMT file?

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Again an experiment from me :twisted: ;)

 

...it is an old emkay tune that I tweaked up.

 

it seems in RMT you can control the filters such that you can play chords; only 2 channels are used :)

 

the trick is to NOT use command 6 but playing a mute instrument on channel 3 which plays the additional note information. Just activate the Filter1&3 bit in the AUDCTL settings of the instrument used on channel 1.

 

this is just a test. the changes are mostly made in the first part of the tune.

 

played on the real hardware it gives far less unwanted noises.

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Again an experiment from me :twisted: ;)

 

...it is an old emkay tune that I tweaked up.

 

it seems in RMT you can control the filters such that you can play chords; only 2 channels are used :)

 

the trick is to NOT use command 6 but playing a mute instrument on channel 3 which plays the additional note information. Just activate the Filter1&3 bit in the AUDCTL settings of the instrument used on channel 1.

 

this is just a test. the changes are mostly made in the first part of the tune.

 

played on the real hardware it gives far less unwanted noises.

 

Here is the recording of the tune on the real machine

 

it can also be found on my hardsynth webpage

 

http://www.phys.uu.nl/~bpos/hardsynth/mp3/filterchords1.mp3

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Again an experiment from me :twisted: ;)

 

...it is an old emkay tune that I tweaked up.

 

it seems in RMT you can control the filters such that you can play chords; only 2 channels are used :)

 

the trick is to NOT use command 6 but playing a mute instrument on channel 3 which plays the additional note information. Just activate the Filter1&3 bit in the AUDCTL settings of the instrument used on channel 1.

 

this is just a test. the changes are mostly made in the first part of the tune.

 

played on the real hardware it gives far less unwanted noises.

 

Here is the recording of the tune on the real machine

 

it can also be found on my hardsynth webpage

 

http://www.phys.uu.nl/~bpos/hardsynth/mp3/filterchords1.mp3

 

Wow - sounds cool. All this is making me want to get my oscilloscope up & running.

 

Stephen Anderson

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Maybe someone can guess how the guitar sound is made ;)

 

 

 

 

Perhaps me? ;-)

 

Btw. The combination is great.

 

 

And here a tune that, if you know the original one, really shows, why Hardsynth is the real must for POKEY music....

 

 

 

 

 

Well... particular the AXK tunes really cannot be done with standard POKEY programming.

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Here is a whole new list of recordings I made today, also to be found on my personal Hardsynth webpage: http://www.phys.uu.nl/~bpos/hardsynth/recordings.htm

 

Again all recorded from my real machines. My PAL atari 800xl and my NTSC atari 130xe:

 

These are timbre/instrument/sound experiments by me, done nearly 2 years ago: (the 60 denotes that NTSC atari is used instead of PAL!)

 

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...le_boinkmix.mp3

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...mble_sadmix.mp3

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...e_sadmix_60.mp3

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...le_weirdmix.mp3

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...weirdmix_60.mp3

 

This is my Hardsynth try for a videogame tune from the Sega Genesis:

 

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...ortresszone.mp3

 

A very recent experiment.

 

http://www.phys.uu.nl/~bpos/hardsynth/mp3/brk_dmguitar.mp3

http://www.phys.uu.nl/~bpos/hardsynth/mp3/...dmguitar_60.mp3

 

The STEREO recording of the latest emkay-tune (see one post back)

 

http://www.phys.uu.nl/~bpos/hardsynth/mp3/emkay_rmt_axk.mp3

 

 

have fun listening :)

Edited by BRK
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  • 2 weeks later...

Great work Mario!

 

Really this tune sound cool with last pokey hardsynth effects. Maybe I should open a topic about Mule re-mix music.

So, at now, I will test the routines in the main program.

 

Mario

 

Nice to read.

 

 

Here is another shorty that I found while searching for an "Elite" tune.

Well... it's a mod remake of another known tune.

Sadly, this style is heavily timing depending.

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Here is another shorty that I found while searching for an "Elite" tune.

Well... it's a mod remake of another known tune.

Sadly, this style is heavily timing depending.

 

I have some suggestions for you:

-corrected the 1.79mhz gen.2 voice to the right pitch

-delayed bass volume envelope to kill the timing issue, and a slight modification on the 'timbre' of the bass

-total volume of the song lowered and volume ratios more in balance

 

have fun ;)

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I have some suggestions for you:

-corrected the 1.79mhz gen.2 voice to the right pitch

-delayed bass volume envelope to kill the timing issue, and a slight modification on the 'timbre' of the bass

-total volume of the song lowered and volume ratios more in balance

 

have fun ;)

 

Indeed . I like it more, too :-)

 

This is what I was searching for, but could not find it. Perhaps due to the different sounding inside RMT.

 

Btw: Can you make a recording of this? :ponder:

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  • 2 weeks later...

I have a question. How hard would it be (if it's even possible) to 'replace' the music in the rom/disk-image of a game like MULE, with this remix for example? MULE is my favorite game, and I'm a Commodore man firstly. When I do go to play it on the Atari, it always perturbs me how the music is not right/out-of-tune.

 

Can this even be done? If so, I'll create a new version that I'll load instead of the commercial disk! :)

 

--Timster--

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