481

(155 replies, posted in General Discussion)

Why don't more sportsmen play squash? Here are some advantages:
* You can play by yourself
* It's good exercise
* Increases your hand/eye coordination
* etc. you get my point

Cue a discussion where 50% try to apply their own personal reasons for not playing squash to everyone else and the other 50% trying to convince badminton players that squash is the shit.

Subway Sonicbeat wrote:

And I think the ratio of fami people to mod/xm people are almost equal.

What makes you think that? Do you have the hard numbers, or are you just making an observation based on the relatively few artists you encounter on 8bc and here?

Subway Sonicbeat wrote:

And using any sequencer is exactly the same as any tracker.

No.

482

(33 replies, posted in Commodore Computers)

I think you can set PT 2.3 to import either signed or unsigned. In the former case, remove the "-u" switch from my example.

483

(155 replies, posted in General Discussion)

"Scattered" -- compared to an editor where you have to switch back and forth between screens to change column? smile

Say what you want about either type of interface (I think that they both have their advantages), but I just don't think that scattered and clunky are the right words for PC trackers compared to LSDJ-type trackers. I'll agree that they might seem unintuitive to a beginner and that the learning curve is quite steep, but when you get into them, PC module trackers are usually very fast to work with. It still largely depends on what you want to do, though, and both interfaces lend to different approaches to composition.

484

(155 replies, posted in General Discussion)

Everybody should try a at a few OHCs on #botb at espernet before making a negative point out of the "limitlessness" of xm/mod. OHCing with a bunch of crude samples is the rawest and most fun music making experience I know, besides maybe IRL jamming with friends. I didn't think I had it in me, but the stress can really put you on a creative spree, and I find myself making pretty good stuff with a fire-and-forget attitude towards ideas that is necessary to be able to churn out a few patterns within the time limit.

Thinking strictly "horizontally" or technically about limitations is weird IMO. Almost all the limitations you are imagining are self-imposed. No one makes gameboy music out of necessity.

485

(33 replies, posted in Commodore Computers)

I do something like "sox -D in.wav -r 16726 -b 8 -u out.raw" using SoX to convert my samples, but most often, as cTrix says, a rough conversion sounds better for most sounds. I haven't figured out how to do that in SoX yet.

EDIT:
Maybe I did! I think -D is for disabling dithering.

486

(76 replies, posted in General Discussion)

How do I get invited?

487

(39 replies, posted in General Discussion)

That permanent state where you know that most of these moments are too anecdotal for anyone else to be able to relate to, kind of missing the whole point.

488

(174 replies, posted in Sega)

Great! I had just noticed about the FM/DAC desync. The adjustable sample pitch should come really handy.

nkogliaz wrote:

no bad feelings taken man, I just think you might be missing the whole idea of using the game boy. no worries.

I think you might be missing the whole idea if you think that there's a single "whole idea of using the game boy;" a portable game console that you are now using to create music. smile

akira^8GB wrote:

Thanks for that, convenient! But would it run in my setup? I only have 16MB of RAM.

I see! It would definitely be possible, but I think you be pulling more hair than by dismantling the computer every time sad

m00dawg wrote:

I'm playing this through a mixer, which also goes out to speakers, but also has a rec-out I use to capture the audio. The mixer, I'm sure, introduces some noise but the noise I am hearing definitely sounds like aliasing now that I've looked into it more - the mixer doesn't add that (I use it to record sources that don't have aliased noise).

Ah, that rules that out then.

m00dawg wrote:

From what I understand about the SID, it is a digitally-controlled analog synth at its heart. The precision is probably low, but I don't think it has the aliasing problem in the conventional sense. Plus it has analog filtering caps so I bet that may be helping there, in at least the cases where you have it on low or bandpass (I don't recall hearing any aliasing from the high-pass either though).

Well, you're both right and wrong. The SID has three waveform generators and three envelope generators, all digital with each their own corresponding D/A (the waveform generators have D/As with 12 bit resolution, and the envelopes with 8-bit resolution). The envelopes amplify the waveform in the analog domain using a simple DCA circuit, and the filter circuitry is also analog.

The waveform generators, as I said, are essentially just 24 bit phase accumulators. Waveforms are not generated in the analog domain, nor do they use wavetables. They are simply derived digitally from the topmost 12 bits of the accumulator using some serious why-didn't-I-think-of-that digital circuitry. This also means that you get very high precision frequency control and bit depth, especially compared to other sound chips of the time. It's by the nature of the design that audible folding and other artifacts inherent to sampled sound simply won't happen. It will always output the waveforms with phase length at even divisors of the sample frequency, and the highest tone frequency is 1/256 of the "sample" frequency -- well below the nyquist frequency and then some, for the harmonics. smile

m00dawg wrote:

vgx is probably on the money in regards to the aliasing going on. The characteristics of the spectrum graphs I have produced look strikingly similar to some of the ones I have seen when looking at discussions over downsampling (which causes aliasing).

I still very much doubt it, and I brought out my Game Boy to try it just now. I can tell you right off the bat that my listening conditions aren't the best, but I can't hear _any_ folding or post-nyquist frequency mumbo-jumbo. The harmonics of the square wave, although harsh, are very clear and seem undistorted. The oscillator also sweeps up well into the ultrasound range without any of the folding noise I'd typically identify as an effect of aliasing.

What I can hear, though, is some constant high pitched bus whine, and also some lower frequency zipping noise when using an envelope. The latter noise has some high frequency content, too, which is very obvious and quite annoying. Maybe this is what you are hearing?

akira^8GB wrote:

Linux would be quite a nightmare for a CF-IDE based setup because of the swapfile.

Not necessarily. DSL, for example, runs entirely from a RAM drive, so no disk writes are required. If you think about it, you'll realize that no live CD implementations will realistically use any disk space for swapping, and the only hard filesystem they usually assume is the CD they are booted from. http://en.wikipedia.org/wiki/List_of_Li … n_from_RAM

Do game boys actually have a low enough sample frequency (except for the arbitrary waveform channel) to explain this problem? I assumed that it would be very high (likely beyond your soundcards). The SID, for example, operates at the master clock frequency (~1 MHz) using 24 bit phase accumulators for tone generation, and PSG chips are usually in the several hundred kHz range, right? A high operating frequency in general has very little to do with cost, and is not only feasible, but also very practical for these simple types of chips.

It seems more likely to me that the whine is a product of bus/screen noise.

EDIT: Does it sound the same when played straight through an amplifier? If you are using playing/recording through a computer I guess it might introduce some folding noise.

I love it!

495

(174 replies, posted in Sega)

Completed my first song! http://mixtape.be/stuff/trinitronsunset.vge

496

(174 replies, posted in Sega)

I had a go at this yesterday (gonna finish my song today!) and I can just say that I love it. I couldn't imagine a better way to add sample/psg functionality to the interface.

There is a bug in the previous pattern display, though. There, the effect commands outside the hexadecimal range of numbers (Sxx,Nxx etc) are displayed as two digit hexadecimal numbers (Sxx becomes 1Cxx...), screwing up the column width.