A.D.A. Amiga Demoscene Archive

        Welcome guest!

  

  

  

log in with SceneID

  

Demos Amiga Demoscene Archive Forum / Coding / Beezo - My sound engine for 4k intros (with source)

 

Author Message
Pezac
Member
#1 - Posted: 14 Jun 2008 15:56
Reply Quote
This is the source package for my sound engine called Beezo. It was used
in the 4k intro "Figure Four" which I released at breakpoint 2008. An
earlier and similar version was used in my 4k intro "Discotto" released
at solskogen 2007.

Link to archive

This package contains two things:
* The gui editor/converter.
* Source for the sound engine.

I have included some playing code that shows how to use the sound engine,
I use PhxAss+smake but it seems to work fine in AsmOne as well. You'll
need PhxAss to use this stuff in a real production though, I'm counting
on some automatic code optimization (like forcing pc-relative where able).

Some notes about the playing code:
* ROWTICKS equals tempo, you can dump a bpm-table in the gui editor if
you want to set tempo in a more human way.
* I've stripped the system-shutdown-part and just start the interrupt on
top of the OS.

Some notes about the sound engine code:
* The distortion code is crap, it was thrown in very late. Frequency
content explosion!
* There is usally an explanation to strange code snippets, like when
switching between lowpass and highpass in the filter.

Some notes about the gui editor:
* There is no note-off, only the amp envelope controls this. I wanted
to make the gui editor work exactly like in the intro, even when
you're jamming.
* It's possible to jam with chords using the nifty "Clone Prev"
feature. This function will clone settings from the previous channel
but it also uses all the group of cloned channels to spread out
incoming notes. This works like the chord feature in octamed.
* If the sound gets trapped in a infinite loop of noise/crackle just
hit the "All Notes Off" key.
* You adjust channel and master levels to avoid overflow.

How you make music with Beezo:
* Use the gui editor and jam with the keyboard or midi keyboard.
* Use a second computer and sequence in octamed through midi.
* Use one Beezo channel per tracker channel.
* Convert the tracker module in the gui editor.

Why use this strange way of making music? I wanted to use all the
processing power to the synth on one computer plus I didn't find a
smart way to use MIDI routed inside one machine. You will also be able
to use any tracker that uses midi, which includes mac/pc/etc. The
thing that's needed is a converter that reads this format.

If you want to contact me via mail I've left my email address in the textfile inside the archive.

/ Pezac^Nature
Frog
Member
#2 - Posted: 15 Jun 2008 14:20
Reply Quote
i'm not a coder but that sounds interesting !
The kind of generated sound used in Discotto reminds me the kind of sound used in earlier "tracker"

What engine was used in Grid ? i like this tune a lot.

I hope this doesn't mean you'll not make some new music...
skan
Member
#3 - Posted: 15 Jun 2008 18:02
Reply Quote
Cool! Another soundengine goes free! \o/
thx Peter! :)
hope you will use it again tho... ;)
Pezac
Member
#4 - Posted: 16 Jun 2008 20:44
Reply Quote
Frog:
In Grid (40k intro) we used another sound engine written by Pipe. It was non-realtime and precalculated samples even for composing. That one was not for 4k intros though, it was written in part C :).
z5_
Member
#5 - Posted: 18 Jun 2008 22:51
Reply Quote
It is a great soundengine. Loved the tune in figure four (and i presume also discotto).
rload
Member
#6 - Posted: 19 Jun 2008 21:44
Reply Quote
cool engine. I played a bit around with the settings and managed to get some really neat hihatsy sounds. I'm struggling with those. Some questions :

1) Can you make a basedrum type sound?
2) Do I have to have 2 computers to compose a tune? Could winuae+a windows version of octamed work?
rload
Member
#7 - Posted: 19 Jun 2008 23:28
Reply Quote
And I have to say that this package is very pro. When I release my sourcecode as we agreed, it will look like a fortress of toilet paper compared to this stuff. :)
Pezac
Member
#8 - Posted: 20 Jun 2008 14:08
Reply Quote
loaderror:
1) You should be able to make a standard bass kick sound with the sine waveform and pitch envelope.
2) I guess it will work as long as you get the MIDI stuff routed correctly. Timing and feeling could be wrecked though :)

Ah sweet, you remember our agreement! Let's see what happens here in the next few days :)
rload
Member
#9 - Posted: 1 Jul 2008 22:31
Reply Quote
Synth source included in the Psylteflesk-final archive. There are some rough instructions on how to do stuff. Just ask me if you wonder how to use it. Sorry for the messy code, but I don't have enough power to make it beatiful.

http://www.pvv.org/~espenamo/eph-psylteflesk-final .lha

- Ugly lines at the top removed
- Bottom line now goes all the way to the right
- Pipes pump up and down
- Source included
sp_
Member
#10 - Posted: 3 Jul 2008 16:39
Reply Quote
!!
Pezac
Member
#11 - Posted: 21 Feb 2014 08:23
Reply Quote
I've been asked about a dead link to my archive file above. As you can't edit old posts I post in here in a new reply:

Link to archive
Corial
Member
#12 - Posted: 21 Feb 2014 15:54
Reply Quote
@Pezac. Do I understand things correctly that this thing really requires PhxAss?
Pezac
Member
#13 - Posted: 8 Mar 2014 10:50
Reply Quote
Corial: Well I think so based on what I wrote in 2008 :) If I remember correctly AsmOne didn't have that automatic "PC-optimization".

 

  Please log in to comment

  

  

  

 

A.D.A. Amiga Demoscene Archive, Version 3.0