Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Looking waaay down the road, I want to add music and sound, like the good old days. I want to use a built in sound engine. Are there any sources out there to help me with that?
Truthfully, I really want the classic sound. That's all. I found the ReSID project, but it seem very complex, but it would be awesome if it can do what I hope.
Any thoughts? Dreams? Hopes?
Truthfully, I really want the classic sound. That's all. I found the ReSID project, but it seem very complex, but it would be awesome if it can do what I hope.
Any thoughts? Dreams? Hopes?
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Hi
What do you exactly want.
Do you want a sound file played in a loop?
Playing a file endlessly can be done using chili's framework.
What do you exactly want.
Do you want a sound file played in a loop?
Playing a file endlessly can be done using chili's framework.
Sumit
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
There is already a sound class in chili framework, it's fairly limited and buggy, but if you figure out how it works you should be able to get all the sounds and music you want.
ʕ •ᴥ•ʔ
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Thanks for the response guys
What I exactly want is synthesis. I didn't think of the word until after the post. So yeah, the point is I'm trying to get away from sound looping, wavs/mp3s. I just want the classic synthesis, sawtooth, square, round. This way the music can be programmed as well and be dynamic with the changes in the game.
What I exactly want is synthesis. I didn't think of the word until after the post. So yeah, the point is I'm trying to get away from sound looping, wavs/mp3s. I just want the classic synthesis, sawtooth, square, round. This way the music can be programmed as well and be dynamic with the changes in the game.
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Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
i don't think that's possibe ... wel it is ...
i have moved a while in the cirquit bender and musical instruments(analogs) cirquit.
there where special chips ,,, special made VCO chips back in those days .. like a certain type of Sem/Cem .... or whatever .... it's a expensive chip and they don't produce it anymore..... but you find it on a ebay
a same type of chip can be found on old Soundblasters, AWE32(owned one), etc, etc,
but anyway ...
the answer can be found on the website of steinberg .... VST SDK ... and write your own VCO
i have moved a while in the cirquit bender and musical instruments(analogs) cirquit.
there where special chips ,,, special made VCO chips back in those days .. like a certain type of Sem/Cem .... or whatever .... it's a expensive chip and they don't produce it anymore..... but you find it on a ebay
a same type of chip can be found on old Soundblasters, AWE32(owned one), etc, etc,
but anyway ...
the answer can be found on the website of steinberg .... VST SDK ... and write your own VCO
Last edited by NaturalDemon on November 7th, 2012, 6:57 pm, edited 2 times in total.
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- Posts: 97
- Joined: October 28th, 2012, 8:28 pm
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
...
or include a midi file and play the GM midi "Lead syth" and provide the right data for pitchbend, modulation and some other .... like the good old Nokias ... that's a close as you can get .. i asume ---
i'm pretty sure ... that what "hackers" do in their 50kB keygen.
or include a midi file and play the GM midi "Lead syth" and provide the right data for pitchbend, modulation and some other .... like the good old Nokias ... that's a close as you can get .. i asume ---
i'm pretty sure ... that what "hackers" do in their 50kB keygen.
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Hi,
If you use Reason 4 you can make any music. Make it sound like you want. Then you can put it into the game as a wav file. No need for any synthesizer.
If you use Reason 4 you can make any music. Make it sound like you want. Then you can put it into the game as a wav file. No need for any synthesizer.
----> Asimov
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk
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- Posts: 97
- Joined: October 28th, 2012, 8:28 pm
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
ableton life ... is better suited ...
reason is somewhat limited and allows no plguins ... but certainly very fun software
whle ableton live with a few WAVES(eq,compresors, limiters, reverb,..,..) and native instruments battery, reaktor, abtsynth, or even bettter the komplet 6/7 package ...plugins
but ... as chili would say ...
VST plugins made by the VST DSK can use directx for sound and grafic rendings ...
i know in the windows xp era you could trigger 128 sounds simutainiously ... or better said windows xp was limited to 128
i believe it was.
directx and the music industry are linked ... i supose direcxtsound provides the stuf for a sound engine.
reason is somewhat limited and allows no plguins ... but certainly very fun software
whle ableton live with a few WAVES(eq,compresors, limiters, reverb,..,..) and native instruments battery, reaktor, abtsynth, or even bettter the komplet 6/7 package ...plugins
but ... as chili would say ...
VST plugins made by the VST DSK can use directx for sound and grafic rendings ...
i know in the windows xp era you could trigger 128 sounds simutainiously ... or better said windows xp was limited to 128
i believe it was.
directx and the music industry are linked ... i supose direcxtsound provides the stuf for a sound engine.
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Hi Naturaldemon,
Reason needs no plugins, you can almost put together any amplifier setup that you can create in the real world. I also use Guitar Rig 5, and I can plug my electric guitar straight into my computer via usb lead. With this I mix down with adobe audition, which has some excellent tools.
Reason has lots of sound plugin packs. Toooo many to use in one lifetime. In fact I used reason to make the music on the current game I am working on, and all the sound effects.
Guitar rig has vst also, and I can play the guitar straight into adobe audition via vst and record.
Reason needs no plugins, you can almost put together any amplifier setup that you can create in the real world. I also use Guitar Rig 5, and I can plug my electric guitar straight into my computer via usb lead. With this I mix down with adobe audition, which has some excellent tools.
Reason has lots of sound plugin packs. Toooo many to use in one lifetime. In fact I used reason to make the music on the current game I am working on, and all the sound effects.
Guitar rig has vst also, and I can play the guitar straight into adobe audition via vst and record.
----> Asimov
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk
Re: Sound Engine? C64, NES, Sega Genesis/Megadrive etc.
Yeah, i'm familiar with DAWs and synthesis. I've used FLStudio for the past 10 years or so. I really do not want to sample. I know how to to do it, and have been recording music for years for myself and local bands.
I did a little research and found an SDK for synthesis in c++, so I know these things exist. I don't even mind programming my own synths with my own filter algos and so forth. I just have no idea how.
@NaturalDemon, The midi library did come to mind. If I can figure out a way to do basic subractive synthesis with that, then it just might do the job. The trick to getting the right sound is all in the the shape of the oscillators wave, so I could always slice out a wave pattern from the classic c64 and just feed that into an oscillator. If I only knew how...
I did a little research and found an SDK for synthesis in c++, so I know these things exist. I don't even mind programming my own synths with my own filter algos and so forth. I just have no idea how.
@NaturalDemon, The midi library did come to mind. If I can figure out a way to do basic subractive synthesis with that, then it just might do the job. The trick to getting the right sound is all in the the shape of the oscillators wave, so I could always slice out a wave pattern from the classic c64 and just feed that into an oscillator. If I only knew how...