Author Topic: AudaciTI - 4 channel music player and editor (in the works)  (Read 17069 times)

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Offline MGOS

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Re: AudaciTI - 4 channel music player and editor (in the works)
« Reply #60 on: February 02, 2014, 06:57:16 am »
Wow that looks indeed pretty fancy awesome!

Attack/Decay/Sustain/Release (short ADSR) are parameters defining the envelope curve of a note. Every basic synthesizer has 4 pots - one for each value.
Attack is the time the tone needs to go to full amplitude. Decay is the time the amplitude drops to a certain Sustain level, where the note rests until it is being released. After the note is released, the Release time specifies how long the tone needs to fade away.

This diagram (from Wikipedia) illustrates that quite nicely:
« Last Edit: February 02, 2014, 06:57:45 am by MGOS »

Offline Hayleia

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Re: AudaciTI - 4 channel music player and editor (in the works)
« Reply #61 on: February 02, 2014, 07:14:59 am »
Ah, well thanks for the explanation :)
Now to answer Eiyeron's question properly, no :P
My player only supports "simple" notes, with constant amplitude (gets to its maximum as soon as you start playing it, stops playing as soon as you stop playing it (no joke !)).
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Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline TIfanx1999

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Re: AudaciTI - 4 channel music player and editor (in the works)
« Reply #62 on: February 02, 2014, 07:47:19 am »
The editor looks like it's coming along quite nicely. :)

Offline utz

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Re: AudaciTI - 4 channel music player and editor (in the works)
« Reply #63 on: February 02, 2014, 08:32:21 am »
Full ADSR is nearly impossible to pull off with Pulse Interleaving (which is most likely the synthesis method used here).
You could, however, support at least 2 different volume levels by allocating non-equal time slots to the channels. The difference needs to be pretty pronounced though, because the human ear perceives volumes in a logarithmic way. So, just talking about 2 channels, distribute timing so it spends approx. 2 thirds on the first channel and 1 third on the second one, and you get a decent volume difference, good enough for creating nice echos and similar effects.
Hope that explanation wasn't too convoluted...

ed: Check this track of mine, about 55 seconds in. This is a 3-channel pulse interleaving engine with pwm support and 3 different volume levels. 1st channel frame is about half as long as the 2nd one, which is in turn half as long as the 3rd channel frame.
« Last Edit: February 02, 2014, 09:24:45 am by utz »