How are you not getting samples out of range with all those voices?
On 2/22/12, David Olofson <da...@olofson.net> wrote: > 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 > -- 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