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 .--- Games, examples, libraries, scripting, sound, music, graphics ---. | http://consulting.olofson.net http://olofsonarcade.com | '---------------------------------------------------------------------' -- dupswapdrop -- the music-dsp mailing list and website: subscription info, FAQ, source code archive, list archive, book reviews, dsp links http://music.columbia.edu/cmc/music-dsp http://music.columbia.edu/mailman/listinfo/music-dsp