> > > lacks volume-ramping (meaning that you hear ticks between notes on
> > > the same channel).
> >
> >Voltage-ramping sounds great, and 24 channels are definately enough imho.
>
> voltage ramping? :)

bah... :) volume.


> well, mainly I'm using more channels to prevent those ticks, and to make
it
> sound better. Anyway, this way of composing is a real pain, it would be
> better to include something like (PC) Impulse Trackers's NNA system. This
> means that a note on a channel continues playing (or fades out with some
> speed) when you enter a new note on the same channel. Basicly this means
> having editing in visual channels and the player managing internal
> channels. There's a world of difference when you use a NNA-type system.

That would require a lot of channels though... Wouldn't it be easier to, for
example, fade out a channel at a really high speed right before the next
note instead?


> >Imho, frequency tables shouldn't be used at all. Just calculate the
> >frequencies, based on a 'free' base frequency, live in the editor (if
>
> yeah, ofcourse it is, I had the idea that the humble Z80 got too hot for
> that :)

Naahhhh it's not that slow a processor... 24 divisions within one interrupt?
It should definately be able to handle that. However, don't expect a game to
be running in the background while you're at that ^_^.


~Grauw



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