Author Topic: Frequency and Channels of a Custom Sound  (Read 8705 times)

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Offline Quigibo

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Re: Frequency and Channels of a Custom Sound
« Reply #15 on: August 19, 2010, 05:29:56 pm »
You can synthesize your own instruments you know without having to record anything.  Its basically just like a regular solid square wave, but you have a list of pitch shifts like +1,0,-1,-2,-1,0,+1 or something and you can create some really cool effects at very high quality.  I've never tried this, but its definitely possible.
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Offline Hot_Dog

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Re: Frequency and Channels of a Custom Sound
« Reply #16 on: August 19, 2010, 06:03:05 pm »
You can synthesize your own instruments you know without having to record anything.  Its basically just like a regular solid square wave, but you have a list of pitch shifts like +1,0,-1,-2,-1,0,+1 or something and you can create some really cool effects at very high quality.  I've never tried this, but its definitely possible.

Interesting, I'll have to look up how to do that.  (+1 respect, because I didn't think about that)  Since the game should run somewhat well (if not very well) at 6 MHz, I don't think speed is going to be an issue.
« Last Edit: August 19, 2010, 06:05:35 pm by Hot_Dog »

Offline Hot_Dog

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Re: Frequency and Channels of a Custom Sound
« Reply #17 on: August 20, 2010, 12:04:09 am »
Calc84maniac, how did you make your "New Project M" noise generator?  Perhaps some code?