Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!uwm.edu!zaphod.mps.ohio-state.edu!usc!snorkelwacker!bloom-beacon!eru!luth!sunic!kullmar!pkmab!hexagon!daniel From: daniel@hexagon.pkmab.se (Daniel Deimert) Newsgroups: comp.sys.atari.st Subject: Four voices on a 3 voice soundchip (was: Re: Demos and Games are not the Same) Keywords: programming, sound Message-ID: <191@hexagon.pkmab.se> Date: 30 Jun 90 15:01:18 GMT References: <1990Jun27.201016.27871@wam.umd.edu> <190@hexagon.pkmab.se> <815@ehviea.ine.philips.nl> Reply-To: daniel@hexagon.pkmab.se (Daniel Deimert) Organization: Hexagon Computer Club, Tech College of OErebro, Sweden Lines: 30 In article <815@ehviea.ine.philips.nl> leo@ehviea.UUCP (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? It's even possible to use just _one_ of the soundchip channels, if you don't care much about "hi-fi" :-) Seriosly spoken, the basic principle could be described like this: a) all sounds are samples -- not "beep"-style (ym/gi soundchip, that is) b) play four sounds at the same time, by simply adding them together The hard work is to calculate when to play what... When you whish to change the frequency of the sound, just play it slower or faster. This effect can easily be achieved by using tables with true or false values, which of course are pre-calculated to save time. I think there are a few commersial programs on the market that makes use of this technique. [ One is from Tommysoft {Germany}, the other program I know of is from Worksoft {Sweden}. (Actually, a Swedish demo-progammer from the more or less known group "SYNC" is the author) ] Hope this helped you out, daniel -- Daniel Deimert "Only use unneccessary force if neccessary!" daniel@hexagon.pkmab.se ...!sunic!kullmar!pkmab!hexagon!daniel