> > And, of course, to make it a bit harder, GameBlaster has a different
clock
> > (28kHz) compared to approx. 31kHz on Sam, so some "emulation" will be
> > needed.
>
> 'Approx'?  Is this why the hz settings for standard diatonic scale are so
> shonky (=badly simulated)?

No, it just means 'approximately'. It is divided from 8MHz clock, and can be
never 100.00000% accurate.
(The inaccuracy is always < 1%, and you can find it on all hardware. So why
do you mind?)

> The tone numbers in the Technical Manual are fairly logical, but the hz
> output can be out by as much as .25hz......

Yes, and that is what "normal" people can't hear, at least I can't.

> 'Who cares?!' shouts SAMlist people.  (Mind if I go off topic for a bit?)
> Well, amazingly enough, anyone who uses diatonic harmony (ie standard
> western):
> Anyone who plays music on mathmatically accurate frequencies over 5
octaves
> or more, are in for a really 'sharp' musical surprise.  It goes well out
of
> tune!
>
> This tuning is called 'natural tuning' and is used in modern music with
> prepared pianos (sticks and stones placed on the strings!) and other
> _interesting_ sounding John Cage-y crap.  Most people use the 'well-tuned
> clavier' (normal piano), which is technically inaccurate but sounds
'right'.
>
> In most 8-bit soundchips there simply aren't enough sound registers for
this
> to be very important, as bad tuning only becomes noticeable with lots of
> notes (this is why dance music is so harmonically basic).  But the SAM's
got
> 6 registers, so maybe it's worth thinking about.
>
> I'm guessing this is the reason why the Commodore 64 sounded good enough
to
> put in 80s pop songs, (the ADSR is a red herring), unless anyone knows
> better....?  The other reason it sounded so good could have been the waves
> it had - sawtooth, square wave etc.

You got the point - it sounds well, because of nice waveforms, not 101%
proper pitch.

> -howard

Aley


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