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Found 4 results

  1. Can someone clearly explain the bit pattern for TIA audio distortions 2 and 3? This is what I know so far: Distortion 2: 001010000111011->0100000000000000000100000000000 (465 bits long) Distortion 3: 001010000111011->0010110011111000110111010100001 (465 bits long) These are named "DIV31_POLY4" and "POLY5_POLY4" in the tiasound.c document. <http://web.archive.org/web/20120705120940/http://mamedev.org/source/src/emu/sound/tiasound.c> What exactly is going on here? Also, I noticed that distortion 11 is called "POLY5_POLY5", even though it makes no sound (same as distortion 0). Any reason that name was chosen? The only reason I can think of is that it matches up with distortions 2, 3, and 10: 2 = "DIV31_POLY4" 3 = "POLY5_POLY4" 10 = "DIV31_POLY5" 11 = "POLY5_POLY5"
  2. We all know about OctaMED's 8-channels and how StarDust takes two channels and mux's them together to make a total of 6-note polyphony. However, here's a novel way to get a 5th audio channel out of the Amiga by making good use of the (until now) useless composite port: http://jmp.no/blog/a-5th-audio-channel-on-the-amiga Additionally, I was doing some reading on the Amiga's audio circuitry and it's pretty interesting. Here's some of the neat things you do: - Make your own waveforms by drawing them using Audiomaster or some other tracker app. - Feed raw data into Paula to generate crazy waveforms. - Play two waveforms over one another to sum them to a single channel. - Modulate one audio channel with another. - Use DMA to handle the audio or switch it off and let the CPU take direct control. - Append one waveform with another in code. - Overlay all of the channels to create a 14-bit stereo sample playback unit. - Do AM and FM synthesis with an app like OctaMED. - Make use of Paula's four included state machines (and send data to them via the CPU or Agnus). - Increase the sample rate to 57.7 KHz if you have a SuperDenise chip. It's too bad they didn't up this same design to 16-bit for the release of the AGA machines. As 8-bit audio chips go though, the sound quality is pretty awesome. A good example of this is the real-time monitoring mode of the DSS8+ cartridge on a machine with a 68030. It almost sounds like a 16-bit stereo sampler.
  3. Hey all. I am looking for some additional sound samples from our favorite (aren't they all our favorite) Intellivision classics. I use them for different event sounds on my computer and phone. Stuff like the opening song before a race in Horse Racing, the skid from Auto Racing, the steady background tone cycle in Bomb Squad, the splash from a grapple hitting the water in Ice Trek (used in several places), the sound when your man gets vaporized in Night Stalker.... My audio and video out from my Intv is lackluster so I definitely can't record a quality sample. All ideas appreciated, thanks.
  4. Can one of you guys with a multicart tell me if the ROM in http://atariage.com/...byte/?p=3540747 actually plays audio? It works in jzIntv emulation with the --jlp switch but I don't know if it plays anywhere else. Thanks. This was part of a thread but no one replied there, so I put it here to get more "visibility".
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