Author Topic: play city 6 channel music  (Read 1879 times)

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Offline arnoldemu

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play city 6 channel music
« on: 13:33, 25 August 14 »
If I wanted six channel sound for a future CPC game, what music trackers could be used to make it? I ask so whoever makes the music has an easy time. At the moment I can only think to use arkos tracker to compose three at a time and then double check on a real CPC. It would make composing a bit more work if done this way. Any tools on PC or St?
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Offline TotO

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Re: play city 6 channel music
« Reply #1 on: 14:31, 25 August 14 »
Vortex Tracker II on PC allow to compose 6ch musics that can be replayed on CPC.
VortexTracker - Unreeeal Superhero [.pt]3 (2 x AY-3-8910) - YouTube
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Offline TFM

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Re: play city 6 channel music
« Reply #2 on: 20:19, 25 August 14 »
Is it doable to use a 9 channel player too ? (3 PSG, 6 YMZ). That would be what I really need.  :)
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Offline arnoldemu

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Re: play city 6 channel music
« Reply #3 on: 23:05, 25 August 14 »
Is it doable to use a 9 channel player too ? (3 PSG, 6 YMZ). That would be what I really need.  :)
My original idea was to use arkos tracker to make a 6 channel music and to make it 3 channels at a time.

But it's good that I can use Vortex tracker to make 6 channels.

Perhaps you can use vortex tracker and arkos tracker. Play them both at the same time. Alternatively, I am sure arkos tracker could be extended to 9 channels with some copy+paste.
Of course it will take more raster time because you now need to process 9 channels. Then send 6 to YMZ and 3 to PSG.

The main problem I see is to make it easy for the musician to make this music.

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Offline TotO

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Re: play city 6 channel music
« Reply #4 on: 23:37, 25 August 14 »
When we started the "CTC-AY" project, it was expected to use only one extra AY to allow 6ch at all.
But, we finally put 2 YMZ to allow a faster 6ch mode to improve games speed. (only use the AY as I/O ports controller)

If you finally add the AY channels to reach 6+3, you lose this advantage and goes slower that an original CPC.  :-\
(but sure, you does as you want...)

« Last Edit: 23:40, 25 August 14 by TotO »
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Offline TFM

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Re: play city 6 channel music
« Reply #5 on: 23:58, 25 August 14 »
Not in every case. Depends how you do it. If you use the PSG for FX only and the YMZ for 6-channel sound it will be faster as a conventional 3 channel PSG game IMHO. Of course it depends on the time FX are used, but they are usually not CPU intense (like a song player).

Allowing people to use it like they want makes it more popular.
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Offline TotO

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Re: play city 6 channel music
« Reply #6 on: 00:17, 26 August 14 »
Sure, but it will be never faster than 6ch YMZ "only".  ;D
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Offline TFM

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Re: play city 6 channel music
« Reply #7 on: 00:23, 26 August 14 »
That's absolutely right.
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Offline CraigsBar

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Re: play city 6 channel music
« Reply #8 on: 00:31, 26 August 14 »
Sure, but it will be never faster than 6ch YMZ "only".  ;D
But Cyber Chicken works wonderfully with the extra channels used for Stereo effects and the on board sound for the music.


so perhaps it is not *such* a slowdown when running with 6+3 ;)


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Offline TFM

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Re: play city 6 channel music
« Reply #9 on: 17:59, 26 August 14 »
Right, at the days end all the playing of music will never take up more than about 15% of CPU time (IMHO). The  by far biggest amount of CPU time get's wasted always for writing data into the Video-RAM.

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