17

(29 replies, posted in Commodore Computers)

maybe ot but my fav display is an old security monitor my work was tossing (actually 2 of them). required an rca/bnc adapter... but the convenient thing is being able to plug in multiple sources and switch between them with a button on the front. plus supporting pal and ntsc. currently have 2 amigas and an old s-760 sampler plugged into it. i've seen similar monitors around in small sizes too... not sure if they were in color or not. but, if you really want to get fancy you can look into getting a small industrial display: http://www.logicsupply.com/products/800tpc_lh_of

are you playing at this event? if so will you be using an amiga? i may have some spare hardware i can donate or whatever. maybe a soundsampler or misc crap someone gave to me. i'll have to dig for it though, may have already given it away.

seems like i had a problem with my sampler in octamed once... a technosound turbo. at the time i thought my sampler had died or that one of my sound outputs had died. forget what i did to fix it though hmm i think there was something i clicked in the sample monitor window or some option somewhere. it had something to do with stereo vs mono sampling i think. if you have an octamed manual it might be worth glancing at the sampling section if there is one.

20

(33 replies, posted in Commodore Computers)

i agree SoX is the way to go. if you don't want to bother with the command line, creating a batch file like above and dragging your samples onto it is convenient.

heres a table of frequencies and corresponding pitches for the amiga:

    PAL   NTSC
C-2 8287  8363
C-1 4143  4181
C#1 4389  4430
D-1 4654  4697
D#1 4926  4971
E-1 5231  5279
F-1 5542  5593
F#1 5872  5926
G-1 6222  6279
G#1 6592  6653
A-1 6982  7046
A#1 7389  7457
B-1 7829  7901
C-2 8287  8363
C#2 8779  8860
D-2 9309  9395
D#2 9852  9943
E-2 10462 10559
F-2 11084 11186
F#2 11744 11852
G-2 12445 12559
G#2 13185 13306
A-2 13964 14092
A#2 14778 14914
B-2 15694 15838
C-3 16574 16726
C#3 17558 17720
D-3 18667 18839
D#3 19704 19886
E-3 20864 21056
F-3 22168 22372
F#3 23489 23705
G-3 24803 25031
G#3 26273 26515
A-3 27928 28185
A#3 29557 29829
B-3 31388 31677

21

(20 replies, posted in Commodore Computers)

i gave up trying to get other channel modes working. i might return to it later. anyways, i did improve 4ch mode... its slightly more accurate. updated: http://www.dirtybomb.tk/destr6y!/

22

(20 replies, posted in Commodore Computers)

not sure i can do this for 5-8 channel mode as it uses a really strange algorithm for calculating tempo + i still havent been able to figure it out. i got something close to working but its unreliable and not very accurate. 1-64ch mode should be possible though, so i'll have a closer look at that tomorrow. while looking into 5-8 mode, i did stumble on an improvement for 4 ch mode... will update that too.

23

(20 replies, posted in Commodore Computers)

hey thanx for pointing this out. didnt realize it wasnt working cuz i never use the mixing modes myself. i worked a little on this today and will post up when i make progress.

24

(175 replies, posted in General Discussion)

spacetownsavior wrote:

I feel like this is kind of a problem with our platform (and most digital music) in general! when the music creation process involves lots of technology and it isn't obviously clear what is making the sounds and how those sounds are being controlled, it becomes really easy to hide underneath an air of authority with regards to technology. basically people think that our setups are too complicated to explain so they don't ask us, and we can continue playing a song off our iPod because we're the EXPERTS OF COURSE WE KNOW WHAT WE'RE DOING.

i'm not trying to say that maybe we brought this on ourselves, but maybe a better way to rectify this (and future plagarists) is to try AS HARD AS WE CAN to inform people about what goes into the music creation process! explain to people that using old video game hardware to make music isn't rocket science and is, in fact, really easy!

people like this can actually gain a following because the general public doesn't really know how chipmusic is made. encouraging people to try it out isn't that hard, and it leads to a general knowledge of digital music and digital music technology! which is important. I know that every time someone comes up to me after a show and asks how I do it, I explain it to them and then add the disclaimer that it's not as complicated as it looks/sounds! and then refer them to here or 8bc for information smile

people know about guitars. they know that if you pluck the strings then they vibrate and that makes sounds. so it's really easy to tell when someone is faking it because there's a general knowledge of that music instrument that everyone can draw on. it's perhaps more difficult to instill a general knowledge of digital music technology but if we're more open about showing people (and I'm not saying that we're not!) then stuff like this will get less and less common as more people realize what we do!

^ this

25

(20 replies, posted in Commodore Computers)

ah yes... i really apologize for the lack of updates, no time at all lately. a few things available here: http://www.dirtybomb.tk/destr6y!/

earache! v0.1b: added a preset cmd (F1) + cmd to turn on/off undos (F2). to use the preset cmd you will need to add your own options to lines 292-309. enabling undos adds approx 8s of execution time on a stock a600.
timebomb! v0.1: fixed something minor not worth mentioning.

i'm currently rewriting parts of teeth and adding some stuff (pattern operations, offset calculator, + other stuff). its still small and simple to use, but much more powerful. a vid showing some new stuff: http://www.youtube.com/watch?v=a397zwmRTJc

theres a big problem with the random generator in teeth... its basically pseudo-random. this means that users could potentially generate the same content. i think thats unacceptable and decided not to release it until i fix it. i wrote down some ideas for fixing it, but havent tried it out yet. what i may do is remove the random code until then... i think it will still be valuable without it (esp w/ pattern ops + offset pasting). anyways this is my tentative timeline for teeth:

1. finish adding some new stuff
2. remove random code + upload
3. rewrite better random code + upload

disclaimer: use this stuff at your own risk. i'm a musician not a programmer. i wrote these mainly for myself to make life easier. if anyone has ideas to improve them please let me know... or if anyone can rewrite them better please do so smile

26

(20 replies, posted in Commodore Computers)

thanx... depending on what kind of social life i have this weekend i hope to have them available for download by sunday or so. i still have to remove some debug + useless code and fix some minor things. anyways, another vid:

TIMEBOMB!
http://www.youtube.com/watch?v=qHTRjYSPIGI

27

(20 replies, posted in Commodore Computers)

hi, ive been working on a few plugins for octamed... below is a crappy video of a sample chopper im working on.

teeth!: is a sample chopper. it has a randomize function for randomly rearranging a sample. it also has a lock feature for locking areas you don't want rearranged. you can also manually rearrange a sample using the lock feature, or you can manually edit + chop a sample using the select/copy/paste tools. they automatically adjust to select/copy/paste convenient areas (1/8 1/16 1/32, etc). you can also rearrange/chop/paste multiple samples together. theres also a random retrigger feature that will randomly retrigger areas of the audio... eventually i'll make this like the lock feature so you can force retrigger (or not).

timebomb!: will automatically resample a sample to match the bpm of a project. it supports any range of both bpm and spd. i spent a lot of time coming up with the equations that actually calculate this... it was a bitch because there is no documentation anywhere about it + it was fairly complicated math. timebomb can also automatically transpose a sample using octamed's instrument settings rather than resample.

earache!: is basically a frontend for some of octamed's built in effects. handy to have everything conveniently located. (inspired by anakirob)

destroy!: not pictured, is basically a frontend for sox with a few features of timebomb! supports high pass, low pass, bandpass filters, compression, timestretching (instead of resampling), a bitcrusher (2bit 4bit), and a destroy option that will insanely distort the audio.

everything runs fast on an emulated amiga 4000. i've run them all on my real amiga 600 + they are pretty slow... ~ 1minute for resampling with sox, ~15 secs to resample with octamed's internal resampler, ~10 secs to chop a breakbeat. although slow on a 600, they are all %100 compatible with a 68000 cpu as well as workbench 2.1. sorry for the lame video, i hate making videos. will try to post some vids of the others later.

TEETH!
http://www.youtube.com/watch?v=M8Z2mmNLtM0