On Thursday 23 February 2012, at 02.30.34, Adam Puckett 
<adotsdothmu...@gmail.com> wrote:
> What was the algorithm though? It sounds pretty high-end to me.

Technically, it's all additive synthesis, using only basic geometric waveforms 
and noise. (It's possible to load arbitrary one-shot and looped waveforms, but 
I'm not using that yet.)

However, the scripting allows (mostly) subsample accurate control of pitch, 
amplitude, oscillator phase and waveform, so there is a bit of AM/RM and FM 
going on as well. That's how the distorted and resonant filter-ish sounds are 
created.

You'll find a lot of the techniques I used in game and demo music on the 
Commodore C64 and other "pre-sampling" era computers. I'm just doing it more 
accurately, and using some 30-100 voices total, instead of three or four.


-- 
//David Olofson - Consultant, Developer, Artist, Open Source Advocate

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