popmilo Posted January 12, 2017 Share Posted January 12, 2017 How hard is to produce sound waveforms like in C64's sid music from games Driller and Dark side ? I'm interested in making a game that would use such spacy, trippy dragged sounds and would like to know how hard it would be ? Driller: Dark side: Mostly I want those sounds at beginning that look like square waveform. Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted January 12, 2017 Share Posted January 12, 2017 How hard is to produce sound waveforms like in C64's sid music from games Driller and Dark side ? Not hard. Just use Pokey's 16 bit mode which occupies two sound channels for one tone. Related to the "Driller" sound that means the third wave isn't possible any more while playing two 16bit ones... Pokey example for this sound: http://asma.atari.org/asmadb/search.php?play=376 4 Quote Link to comment Share on other sites More sharing options...
pirx Posted January 12, 2017 Share Posted January 12, 2017 quite close approximation is also available via software synthesis (look up SID player). Might be okayish for game startup screen. Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 12, 2017 Author Share Posted January 12, 2017 Not hard. Just use Pokey's 16 bit mode which occupies two sound channels for one tone. Related to the "Driller" sound that means the third wave isn't possible any more while playing two 16bit ones... Pokey example for this sound: http://asma.atari.org/asmadb/search.php?play=376 Nice example ! Those beginning sounds are exactly what I was thinking of. I would put these sounds as background music. I do need explosions and laser sounds inside game so will have to try doing something that combines that. quite close approximation is also available via software synthesis (look up SID player). Might be okayish for game startup screen. Yeah, I thought about going that route, but am afraid I won't have cpu cycles for that... Game will be pretty cpu intensive (lots of drawing on screen). Found some examples from Emkay here on forum (http://atariage.com/forums/topic/145869-journey-into-pokey/?p=1813218) It has nice "noise" channel but I don't like starting tone that much... One in that Ultrazocker sap file is better. Where can I find info on that "16 bit" pokey mode ? DrilRMT.zip Quote Link to comment Share on other sites More sharing options...
emkay Posted January 12, 2017 Share Posted January 12, 2017 (edited) Not hard. Just use Pokey's 16 bit mode which occupies two sound channels for one tone. Related to the "Driller" sound that means the third wave isn't possible any more while playing two 16bit ones... Pokey example for this sound: http://asma.atari.org/asmadb/search.php?play=376 1. filter, not 16 bit. 2. there is a huge difference in the original driller sound and your link. Edited January 12, 2017 by emkay Quote Link to comment Share on other sites More sharing options...
emkay Posted January 12, 2017 Share Posted January 12, 2017 Found some examples from Emkay here on forum (http://atariage.com/forums/topic/145869-journey-into-pokey/?p=1813218) It has nice "noise" channel but I don't like starting tone that much... One in that Ultrazocker sap file is better. That's why it's named "RMT final" . RMT doesn't use the 16 bit resolution correctly. So the bass was some "approximation". I should try an RMT Patch 8 version. Don't forget this one: it shows, there is much more possible 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted January 12, 2017 Share Posted January 12, 2017 And, not to forget this one... Quote Link to comment Share on other sites More sharing options...
miker Posted January 12, 2017 Share Posted January 12, 2017 Just a small demo. No patches needed. smallexample.zip 3 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 12, 2017 Author Share Posted January 12, 2017 Awesome Miker Looks like some channels are free ? Hmmm...: Can you please try adding that "shhhhhhhh...." sound like a wind that starts at 19 sec into this video ? https://youtu.be/UuvhB3hFMEM?t=19 Please.... Quote Link to comment Share on other sites More sharing options...
miker Posted January 13, 2017 Share Posted January 13, 2017 (edited) Ok, made really fast... Doesn't be as pretty as original, though (versions with and without 1,79 clock). shhh.zip Edited January 13, 2017 by miker 3 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 13, 2017 Author Share Posted January 13, 2017 Ok, made really fast... Doesn't be as pretty as original, though (versions with and without 1,79 clock). Thanks Miker! Good enough for me to get the feel on how it can sound. Will try some custom Pokey playing routines to see what I can pull of with code generated sounds. 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted January 13, 2017 Share Posted January 13, 2017 I wonder, what you expect there... 3 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 13, 2017 Author Share Posted January 13, 2017 I wonder, what you expect there... Nice one Emkay ! Could you share that RMT file ? Quote Link to comment Share on other sites More sharing options...
emkay Posted January 14, 2017 Share Posted January 14, 2017 Nice one Emkay ! Could you share that RMT file ? Just a quick edit in Patch 8. But, also playable in standard. Could be interesting to add other voices. To have the full tune with POKEY's abilities could be even nicer quickp8.zip 2 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 14, 2017 Author Share Posted January 14, 2017 Just a quick edit in Patch 8. But, also playable in standard. Could be interesting to add other voices. To have the full tune with POKEY's abilities could be even nicer Nice! Thanks! Quote Link to comment Share on other sites More sharing options...
emkay Posted January 15, 2017 Share Posted January 15, 2017 Inspired by this thread, I tried something different. You know, it is not possible to use the 15kHz and 64kHz at the same time. So, the try is to use "16 bit" modulations, here and there Unpatched RMT btw. 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted January 17, 2017 Share Posted January 17, 2017 (edited) Can you imagine that very much "POKEY tunes" could do those SID tunes, using heavy bass sounds? Using 16 Bit+Filter is possible with POKEY, but RMT makes it a horror to use. A 16 bit notation table could solve a lot of problems. Without that , it would be needed to create "100"s of different instruments for one instrument, to play a clean tune. Edited January 17, 2017 by emkay Quote Link to comment Share on other sites More sharing options...
emkay Posted January 17, 2017 Share Posted January 17, 2017 Another try with RMT's possibilities. Showing different 16 bit modulations, but for my taste to dark an heavy sounding basses... any opinions? 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted January 18, 2017 Share Posted January 18, 2017 Another try with RMT's possibilities. Showing different 16 bit modulations, but for my taste to dark an heavy sounding basses... any opinions? Definitely some interesting sounds there. I like the tune starting from 6:45 through 7:10. Makes me want to hear it on my full home theater to see how low the bass really goes. Quote Link to comment Share on other sites More sharing options...
marok Posted January 18, 2017 Share Posted January 18, 2017 For me this emkay's music is incredible excellent! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.