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
>
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