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New sound engine coming soon


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#1 LinkoVitch OFFLINE  

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Posted Tue Nov 22, 2011 5:07 PM

Hi,
  At e-Jagfest this weekend I demo'd my new Sound Engine.  It is entirely RISC code and lives in the DSP.  It offers 8 channel audio, each channel can have its volume and pitch controlled and adjusted independantly, handles looped samples etc.

I didn't quite have time to finish the release package and example code in time, so I am still polishing those up before I release the current beta version.  (Still a few bits I am not 100% happy with :) ), but it is still being worked on never fear!

I am going to make this available as KudosWare, that is completely free to use in your projects as long as the U-235 SoundEngine is mentioned in the project itself.

The engine and all the necissary details will appear on our site U-235 ..

Until it is out there (should only be a week or so), I have made a youtube video of the e-jagfest demo playing one of the tunes..

Youtube Video here

I'll keep you posted...

#2 CyranoJ OFFLINE  

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Posted Wed Nov 23, 2011 12:14 AM

Just to let you know this will be the audio engine used for RAPTOR's sound subsystem - it kicks some serious arse!  What this means is that people can exploit the power of the GPU and the DSP easily in their own applications.


I'm also back-patching it into Rebooteroids as it gives significant quality improvements and dramatic speed increases over the Sinister Developments sound routines.  It does not feature in Kobayashi Maru, as development was too far along to make the switch over in time for eJagFest.

#3 Atari_Owl OFFLINE  

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Posted Wed Nov 23, 2011 5:42 AM

Glad to see it coming to fruition mate

#4 LinkoVitch OFFLINE  

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Posted Wed Nov 23, 2011 6:40 AM

Cheers guys :) just hope it helps get some more development going for the jag.

Lots of enhancements and tweaks planned for it already! I'll get a working version out the door first however :)

#5 rush6432 OFFLINE  

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Posted Wed Nov 23, 2011 6:42 AM

Congrats on the sound engine, look forward to poking through it and seeing the inner workings. Im sure it supports sound effects as well. What input format are the sound clips? 16000hz mono 8bit signed raw format?

Edited by rush6432, Wed Nov 23, 2011 6:43 AM.


#6 LinkoVitch OFFLINE  

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Posted Wed Nov 23, 2011 6:46 AM

The samples are all 8bit signed. It will play samples from an external sample list as well as those from within a mod.

Initial release is going to be binary object only for now, will consider source release in future. (I am not happy with the code yet)

Playback frequency is (or will be) semi configurable. The demo in the vid is 24kHz.

#7 rush6432 OFFLINE  

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Posted Wed Nov 23, 2011 6:54 AM

Gotcha, makes sense.  How much space does the file take up in object format or raw .s format?  if its smaller than the 70-100kb .s file that the sinister player then its already better (not to mention pure dsp and not a 68k hog)

#8 LinkoVitch OFFLINE  

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Posted Wed Nov 23, 2011 7:29 AM

Size of source file is irrelevant really, comments don't cost any resources.

The code uses about 4KB of dsp ram.  As you say no 68k, just a bit for setup for now

#9 rush6432 OFFLINE  

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Posted Wed Nov 23, 2011 7:42 AM

Nice!

Edited by rush6432, Wed Nov 23, 2011 7:43 AM.


#10 sh3-rg OFFLINE  

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Posted Wed Nov 23, 2011 7:46 AM

Pound for pound the player stomps all over sinister, but it goes way beyond sinister in terms of clarity and quality of sound. When you've had sinister in something and cranked everything else to the max, then drop this in at the same frequency & find you have more to play with, well, that says all that needs to be said :D ... and it's not warez, so it beats sinister on that front, too!

#11 wozencl OFFLINE  

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Posted Wed Nov 23, 2011 10:55 AM

Nice work, thanks for sharing. :)

#12 DrTypo OFFLINE  

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Posted Wed Nov 23, 2011 3:06 PM

Very interesting.
I'm just getting started in Jaguar development and a powerful sound engine is something nice to get.

#13 GroovyBee OFFLINE  

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Posted Thu Nov 24, 2011 11:22 AM

Having listened to it at eJagFest 2011 its impressive stuff.

#14 JagChris OFFLINE  

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Posted Thu Nov 24, 2011 11:37 AM

Excellent work Link!

#15 LinkoVitch OFFLINE  

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Posted Thu Nov 24, 2011 1:14 PM

View PostGroovyBee, on Thu Nov 24, 2011 11:22 AM, said:

Having listened to it at eJagFest 2011 its impressive stuff.

After the amount you have listened to those few mods in close vicinity throughout the day, that is quite a compliment :)

Thanks muchly chief.

#16 Jag_Slave OFFLINE  

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Posted Sat Nov 26, 2011 4:27 PM

Cant wait to check this out Linko!

#17 LinkoVitch OFFLINE  

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Posted Sun Nov 27, 2011 2:20 PM

Thanks for the positive feedback.  Just a small update, the beta release version of the code is ready, I am just working on the manual at the moment.

None of this is going to be amazing, but it gets it out there and hopefully into some projects, the release code is already a bit behind the current dev version and there is a lot I need to do to back port a bunch of stuff from release into dev :/ (my own stupid fault for fiddling in both streams :D ).

Hoping to have something up next week (assuming I don't have another week like this one, damn social life getting in the way of being a sad loner! :D )

#18 Gaztee ONLINE  

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Posted Sat Dec 3, 2011 8:42 AM

View PostLinkoVitch, on Sun Nov 27, 2011 2:20 PM, said:

Thanks for the positive feedback.  Just a small update, the beta release version of the code is ready, I am just working on the manual at the moment.

None of this is going to be amazing, but it gets it out there and hopefully into some projects, the release code is already a bit behind the current dev version and there is a lot I need to do to back port a bunch of stuff from release into dev :/ (my own stupid fault for fiddling in both streams :D ).

Hoping to have something up next week (assuming I don't have another week like this one, damn social life getting in the way of being a sad loner! :D )
Well the last week has been to busy, hope you return to full loner status after tomorrow! ;) Who said twatting about with a jag was hard?? :twisted:

#19 LinkoVitch OFFLINE  

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Posted Sun Dec 4, 2011 4:02 PM

Progressing along, nearly there.. of course obtaining a head cold is seriously damaging my desire to write anything at the moment.. hopefully it buggers off soon.  Just writing up the documentation at the moment, so I can't imagine it being much longer for initial release.

#20 Jag_Slave OFFLINE  

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Posted Sun Dec 4, 2011 9:27 PM

Hope you feel better soon LinkoVitch! Keep up the great work :)

#21 LinkoVitch OFFLINE  

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Posted Wed Dec 7, 2011 3:03 PM

http://www.atariage....ngine-released/

;)

Nudge




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