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Demos Amiga Demoscene Archive Forum / Coding / ThePlayer 6.1 and Sample Packing Pain

 

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h0ffman
Member
#1 - Posted: 8 Mar 2012 20:18
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Hey Guys

Wondered if anyone could help here. I'm writting a tune which is for a very small production (64k). The obvious choice here is P61 with 4bit sample packing. On the whole the quality loss isn't some much of an issue, however I've noticed something REALLY anoying about the 4bit delta packing. Some samples (for example my kick drum) end up with a click at the end. I'm guessing thats because the 4 bit delta isn't returning the end of the sample to 0 (centre).

Anyone know a way around this?

I was thinking some way could be to either implement my own 4 bit delta packing routine (hmmmm, time is an issue). Or run a routine after the samples have been unpacked to do a cheeky volume fade at the end of them?

Any other ideas?
dalton
Member
#2 - Posted: 8 Mar 2012 22:14
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I'd try doing a very short fade out using the tracker sample editor. It should be enough to use 16 samples for that fade which isn't audible (except for the click removal). Techniques involving extension of the sample (adding a "tail") are much more complicated.
h0ffman
Member
#3 - Posted: 9 Mar 2012 00:30
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Seems to have gone away since i mixed it with a h-hat ! AHAHA!! Cheers anyway Dalton
d0DgE
Member
#4 - Posted: 9 Mar 2012 14:33
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Novel has a similar problem when editing a tune on Milkytracker and handing it to me.
When I convert it to P6.1 format, some samples either end up in a "feep" or have noisy clicks at the end.
He does the same thing Dalton described. Cutting off the sample at the very end.
bstrr
Member
#5 - Posted: 9 Mar 2012 20:57
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I've recently learned, that the two first bytes pr. sample needs to be zero, as TP61 keeps repeating them instead of stopping the sample - apparantly so does protracker, so the solution is simply to load the mod in protracker and save it again - voila!
hitchhikr
Member
#6 - Posted: 9 Mar 2012 23:27 - Edited
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Alternatively, if the player 6 is a problem you can try my own PtPack.
bstrr
Member
#7 - Posted: 10 Mar 2012 06:27
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hitchhikr, cool - i haven't had a glance at the code yet, but I take it reading current pattern number and line number is a breeze?
hitchhikr
Member
#8 - Posted: 10 Mar 2012 06:54 - Edited
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It's like a standard Protracker replay except the pattern position isn't multiplied by 16:
pta_SongPos [0..127]
pta_PatternPos [0..63]

I think PtPack is superior to The Player 6 (ADPCM smps packing which give better quality than The Player 6 compression, not bugged, adaptive replay) in all case but one: if you're short on chip memory; The Player modules are depacked in real time while PtPack ones are "unrolled" to maximize compression ratio.
bstrr
Member
#9 - Posted: 10 Mar 2012 20:02
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interesting and thanks for the tip - i'll give it a go if i actually manage to get some stuff done!
h0ffman
Member
#10 - Posted: 13 Mar 2012 23:18
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Seems the track is behaving very well in p61 now :) roll on Easter!!!!!!!!!!!
h0ffman
Member
#11 - Posted: 13 Mar 2012 23:21
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Also, don't write mods in milky tracker!!!!!!
d0DgE
Member
#12 - Posted: 14 Mar 2012 11:17
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Well, Novel has an affinity towards "mobile editing", that is having his GamePark handheld running Milkytracker.
Even after he received a hardware donation by Ragnarok/VOZ including a whopping Phase5 1260 ac-ce-le-ra-tor board.
bstrr
Member
#13 - Posted: 14 Mar 2012 18:11
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h0ffman, doing mods in milkytracker is fine, as long as you remember to load and save them in protracker afterwards :)

 

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