That's totally impressive. Honestly, I didn't expect that from this engine. Well, just like usual, the same was with Octode, QChan, Tritone. Creative guys never cease to amaze me with that they're pulling out of my stuff.
477 2016-01-17 22:35:00
Re: Ambient 1-bit music (7 replies, posted in General Discussion)
I would say that 1-bit ambient music is currently restricted with the fact that just a few few engines allow to have slow attack, and dynamically changing sound. Ambient is usually full of 'slow' sounds.
And random idea regarding that - try to combine pin-pulse engine (QChan-like) with Phaser synth. This would allow to have pseudo-volume envelopes and some kind of dynamics in the timbre. I think we have never attempted this, yet.
The thing that Yerzmyey did is more accessible now, though, something like that certainly can be made with the 1-bit VST synths.
478 2016-01-17 14:40:31
Re: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
Finally, made my own demo track for the bundle: https://soundcloud.com/shiru8bit/overawire
479 2015-07-30 23:26:01
Re: rawp engine for ti-82/83/83+/84+ (15 replies, posted in Calculators & Pocket Computers)
People asked my mail address many times intending to send me something, but I never received anything (I'm totally sure I gave correct info), despite I myself mailed things over locally and overseas, and that always worked fast. So I guess it is not safe enough. I don't know anyone in the Netherlands, and would I know, it is unlikely they'd fly over here to hand me over something in person. So thanks for the offer, but I don't think it's going to work.
480 2015-07-30 07:12:20
Topic: Phaser3 (2 replies, posted in Sinclair)
Another take on the Phaser engine. This time it has been developed for 1tracker off the bat, so it is already supported there.
While Phaser2 has more or less solid design, basically just doubled Phaser1 synth plus more flexible and usable synth drums, Phaser3 contains more experimental features that is not clear whether they're useful or not.
Phase synth got some changes and many additions.
Phase reset is now performed in the instrument rather than the track, with option to reset phase to a given value or run the phase freely. There is new a parameter, phase slide, that slowly gets phase of both generators equal to each other (only possible when Detune=0); lower value means faster slide. This allows to create sound similar to the pin pulse engines (with decaying 'volume'), by setting mix mode to XOR, phase to a low value, like 8-16, and phase slide to some value.
Another new parameter is a virtual volume, based on the approach mentioned by me in this thread. It is a bit mask, so despite there is 16 possible values, only 1, 3, 7, and 15 create new volume levels. It brings a very noticeable carrier tone, though, so this feature has very limited use.
There is two more new parameters, separate tone slide for both generators. It has limited range, from -4 to 4 (fastest down to no slide to fastest up), and no limits on the upper and lower boundaries, so the sound has to be stopped manually.
This time I decided to explore different approach and get back to the popular Phaser1 feature. Thus the engine uses sampled drums that can now be imported from WAV files. It should help to make their sound less signature while keeping high quality.
481 2015-07-30 07:04:05
Re: 1tracker v0.47 (164 replies, posted in Sinclair)
Sorry guys, another update. Now with Phaser3.
482 2015-07-29 22:04:24
Re: rawp engine for ti-82/83/83+/84+ (15 replies, posted in Calculators & Pocket Computers)
The example sounds really cool.
Too bad I never managed to make the link cable to work, and I don't have a PC with COM port anymore.
483 2015-07-25 13:31:12
Re: 1tracker v0.47 (164 replies, posted in Sinclair)
Well, I downloaded my archive and tested it on two PCs, both with Windows 7, one is x86, another is x64. It works.
As for makefile, I don't use it, and there were changes in the project, so it is outdated. I don't know how to fix it.
Edit: Ok, I googled about this issue, and indeed, VS2013 (unfortunately needed to compile JIT) has some bullshit setting that affects this. Tried to change and recompile, please re-download and test it.
484 2015-07-25 02:23:10
Topic: 1tracker v0.47 (164 replies, posted in Sinclair)
v0.19 Now with Phaser2 and Stocker
v0.20 Now with Phaser3
v0.21 Forgot what it was, was a silent update
v0.22 Now with BuzzKick and blocks instead of markers
v0.23 Block list, block names, fixes
v0.24 Alternative menu, 'chopped' view
v0.25 SDL2, many fonts and color schemes, Pytha engine
v0.26 Faster Z80 assembler, various bug fixes
v0.27 Cached engines list, Octode 2k15/PWM/2k16, plus a SN76489 engine
v0.28 Quiet mode, minor fixes. Now with wtbeep, AntEater, povver, and quattropic
v0.29 Conditional compilation in assembler, flexible envelope editor customizations, more engines
v0.30 SDL and AS libs update, related code changes, minor tweaks, x64 support
v0.31 Many minor fixes, engines fixes, letter type column, recent errors display, R register emulation
v0.32 Better chop mode, module optimization, many minor fixes and improvements
v0.4 Improved API, better envelope and text editors, WAV file export (Ctrl+F8), built-in doc viewer for engines (F6).
v0.41 Minor fixes and improvements, a maintenance release.
v0.42 The Side track experimental feature implemented.
v0.43 Minor improvements to the Side track feature, module name displayed in the window title.
v0.44 Reference blocks introduced. RowOpt fixed.
v0.45 Maintenance release, minor fixes in the front end and engines. Phaser4, latest Ear Shaver EX.
v0.46 Sample Tracker engine and related changes in the Game_Music_Emu to make it work.
v0.47 Introduced PlayLayer that incapsulates a customized Game_Music_Emu. Covox/Stereo Covox/SounDrive support.
Download Windows x86 build
Download Windows x64 build
Download source code (should be buildable under Linux)
List of supported ZX beeper engines:
AntEater
Archie
BuzzKick
Ear Shaver
Ear Shaver EX
Earth Shaker
fluidcore
Tim Follin's 3 channel (from Vectron)
Huby
Lyndon Sharp's MB (from Super Dragon)
Lyndon Sharp's 1989
Lyndon Sharp's 1990
Music Box (Wham), complete with drums
Music Studio
Music Synth 48K
nanobeep
ntropic
Octode
Octode 2k15
Octode 2k16
Octode PWM
Octode XL
PeskySoundZX
Phaser 1
Phaser 2
Phaser 3
Phaser 4
PhaserX
povver
POWW
prdr
Pytha
qaop
QChan
quattropic
rawp
Robin
Sample Tracker
Squat
SquatE
Squeeker
Squeeker Plus
Stocker
tBeepr
Tritone
Tritone Digi
Velvet
Vibra
wtbeep
xtone
yawp
ZX-3
ZX-7
ZX-10
485 2015-07-20 23:37:45
Re: Tutorial: How to Write a 1-Bit Music Routine (56 replies, posted in General Discussion)
Honestly, I personally don't really know, never examined these in depth. From what I can see I can say that Squeeker uses a stack-based set of 16-bit counters instead of the usual register-based counters. This approach also has been used in B'TMAN, generally it allows to have more channels than the number of register pairs allows, keeping most of registers free for other uses. It seems that these engines still use PFM, although I'm not sure how the channels are mixed. Probably the pulse widths either added or OR'ed, but the widths itself are greater than in 'pin pulse' engines, with chances to nearly reach a wave period when many channels produce a 'pin' at once, this creates the distinctive distortions.
486 2015-07-20 14:37:04
Re: Tutorial: How to Write a 1-Bit Music Routine (56 replies, posted in General Discussion)
I thought it is worth to add a simple visual explaination why exactly PFM (Pin Pulse, Narrow PWM) engines has weak low frequencies, why pulse interleaving does not have this issue, and how PFM is used to imitate volume levels.
Here is a graph of normal square wave of some duration. It has output high one half of the time and low the other half of the time. Let's count the 'cells' when the output is high, marked by orange. It is the output 'energy', or 'power', that is also percepted as 'volume'. 8 of 16 cells is 'active' here, this is max energy level possible for a wave.
Now let's take a square wave of lower frequency and the same duration, and count the 'acitve' cells again. It is the same number, 8 of 16 - despite the different frequency, square wave maintains the same energy level.
Now let's take a 'pin pulse' wave of the same frequency as in the first example. See, there is just 4 cells 'active' - just a half of the energy that a square wave of this frequency would have.
And now let's see a 'pin pulse' wave of lower frequency, the same as in the second example. Just 2 cells 'active' - less than the higher frequency pin pulse wave has, and way lesser than square wave would have.
These examples shows that a pulse wave with duty cycle less than 50% yields less energy in lower frequencies, and this difference grows up as the duty cycle gets lower. 'Pin pulse' engines has very low duty cycles, like 1%, so it is very noticeable.
How to overcome this? One solution is to play a few desynced pin pulse waves on lower frequencies. This will give 'phasing' effect, but also will add more energy to the low end. Another solution is to make pulse width dependent from the frequency, increasing the width for lower frequencies. It is somewhat difficult to implement in Z80 sound engines, but a rough version of this is seen in the Special FX/Fuzz Click engine, which has one channel louder than another - that's because it just has wider pulses, and it makes it more suitable to play bass notes.
487 2015-07-12 12:25:09
Re: plans for a 1-bit forum contest (16 replies, posted in General Discussion)
Is the point of launching a contest shortly is to bring more members on the forum? Because at the moment there is clearly not enough people even for one category.
488 2015-07-10 14:14:16
Re: 1bit web radio (10 replies, posted in Sinclair)
To begin with, it has been developed in ~1998 for Amiga, way before accuracy in emulators became important and even possible.
The main flaw of the format, though, is that it does not actually consider ZX Spectrum enviroment, i.e. there is no BASIC ROM in the emulated memory space by default, and most of beeper music players rely on having it in place. If you don't take it into account while ripping/converting music, it may easily get the drum sounds changed, or lost them althogether. Or, in worst case, all timings will be screwed up (Special FX/Fuzz Click engine has this issue), or code won't work at all (ROMBeep is an example). To make it work correctly, you need to include portions of the ROM into AY file, so you need to determine which portions actually used, which is not so easy, as to do this you need to understand how an engine works. Alternatively, to save your time, you can include whole ROM (in fact, if I remember correctly, it is not even possible, first two bytes will be missing anyway), and basically redistribute a copy of it with every AY file.
All this could easily be avoided would the format specs were explictly saying that memory space should have ROM pre-loaded (distrubuted with players, not with music).
There are other things that could be improved and cleaned up as well.
489 2015-07-10 07:20:34
Re: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
Another fun addition to the bundle, a 'drum' synth that generates 'loading noise' (ZX Spectrum kind). Inspired by the quite unforgettable psb's Tap Music.
490 2015-07-08 21:56:46
Re: Spectrum sound hardware question (1 replies, posted in Sinclair)
Yes, the HW only allows to set it to 0 or 1, so all sound code rely on this. Toggling, if needed in a particular code, is always done in software.
491 2015-07-08 17:29:17
Re: 1bit web radio (10 replies, posted in Sinclair)
One thing I should say about using .ay files for collection purposes: it don't really suits for beeper music. I believe a new better format should be developed, at very least the old standard should be updated, before making a new music collection. Including copies (complete or partial) of the ROM into each file is really a major format design flaw. It also wouldn't hurt to add support for expanded memory and all extra sound devices ports (Covox, SD, etc), to store custom digital music and things like that.
492 2015-07-08 10:41:14
Re: 1bit web radio (10 replies, posted in Sinclair)
Does not seem much different, the same number of actions:
- Load .bbsong into Beepola
- Export WAV
- Encode into MP3
- Upload MP3
- Load .bbsong into Beepola
- Export .bin
- Convert .bin with a tool into .ay
- Upload AY
Also, with simplistic approach these AY files wouldn't be suitable for publishing, as each one would have to contain copy of ZX48 ROM, so they would only be useful as intermediate container for MP3 conversion.
493 2015-07-08 05:21:54
Re: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
Another update. phasesynth's Detune range changed from +/- whole tone to 0..octave (with fractional numbers), this allows not just to detune it slightly, but to certain number of semitones, giving more flexibility. noisedrums added, these are simple noise-based drums with some PWM.
494 2015-07-07 11:43:38
Re: testing some new tricks... (7 replies, posted in Sinclair)
I thought why not to actually put the idea I explained above to the test, so here is proof-of-concept. I wouldn't say it sounds better, but it gives somewhat different timbres.
495 2015-07-07 11:14:10
Re: testing some new tricks... (7 replies, posted in Sinclair)
Interesting, so it is in fact one of the particular cases of what Phaser engine could do (duty control when phase reset is enabled).
More tricks the better, as they tend to sound different.
496 2015-07-07 08:23:44
Re: testing some new tricks... (7 replies, posted in Sinclair)
Haven't look into the code, but an idea for volume control I had and never tried to implement is an evolution of what has been used in Tritone: mix channels by interleaving them, but change amount of time each channel takes. Time the code in a way that it does few outputs of each channel per one loop (or maybe few copies of the loop), and force some of these outputs to zero to attenuate the channel. I.e. we have channels A and B:
ABABAB full volume
ABAB0B mid A volume
AB0B0B low A volume
and so on.
Judging by the carrier tone that is heard in the test50.sna, is it something similar to the idea?
497 2015-07-03 22:13:07
Re: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
The bundle is updated. Minor fixes, two synths optimized, two new synths added - one Earthshaker-like (I love that sound), another with customizeable 1-bit waveform. Download link is the same.
498 2015-07-03 01:19:28
Re: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
Here is a demo track written by theandroidvision. It only uses few plugins of the bundle, and does not have any extra instruments or processing: https://soundcloud.com/theandroidvision … o-vst-demo
499 2015-07-02 08:04:31
Re: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
It will be 32-bit floating point music right off the bat, even with a single plugin, because that's how VST standard works. Yes, this is certainly not a purist thing, it is more of the 'fakebit' kind.
500 2015-07-02 01:32:07
Topic: 1bitstudio - a bundle of VST plugins (27 replies, posted in Other Platforms)
Fresh stuff just in time for the new forum opening.
This is a bundle of VST plugins aimed for different kinds of 1-bit sound synthesis and processing. It includes six plugins, two of them for processing, two drum synths, and two tone generators, covering majority of the 1-bit sound types. Comes with source code.