Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!wuarchive!mit-eddie!uw-beaver!sumax!amc-gw!pilchuck!dataio!shiloh!dhollis From: dhollis@shiloh.UUCP (Dan Hollis @ 7819367) Newsgroups: comp.sys.atari.st Subject: Re: Demos and Games are not the Same Keywords: demo, graphics, german, games, programming Message-ID: <199@shiloh.UUCP> Date: 30 Jun 90 06:06:06 GMT References: <1990Jun26.133606.4586@cunixf.cc.columbia.edu> <187@hexagon.pkmab.se> <815@ehviea.ine.philips.nl> Organization: Shiloh -- Bellevue, Wa 98008 Lines: 11 In article <815@ehviea.ine.philips.nl>, leo@ehviea.ine.philips.nl (Leo de Wit) writes: > Uh, how do you do 4-channel sound on a 3-channel sound chip? Yes, I > understand you can quickly change pitches on a channel to simulate a > second channel, but I think this will sound awful. So how do you do it? Actually, it can be done. I have several demos, which play amiga music files (soundtracker files for you amigaphyes) that play the music with 4 voices at 28khz. The way they do it, is mix four 'virtual voices' into ONE physical voice. This actually works VERY well, there is only a slight difference in sound quality. I am not sure what demos Mr. Larserio has, but the one I am talking about is called the 'ST-Connexion Sound Demo', it comes from a group in France.