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#1 |
Registered User
Join Date: Sep 2007
Location: Stockholm
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Using blitter for sound mixing?
I found a post by Gibs on Atari-forum where he has been experimenting with mixing and modulating samples using the STe blitter. Is this applicable on the Amiga, and does it have any useful applications?
http://cyber.savina.net/sound.htm |
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#2 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
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Quote:
TFMX 7 channel, Star Trekker and others |
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#3 |
Registered User
Join Date: Sep 2007
Location: Stockholm
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Oh, I always thought they used the CPU for mixing.
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#4 | |
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Join Date: Jun 2008
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#5 |
son of 68k
Join Date: Nov 2007
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#6 |
Defendit numerus
Join Date: Mar 2017
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I do not think it's possible to create a fast mixer with the blitter (if you want it anyway a really slow one can be made..).
At least not the classic (fast) one made with linear ADD in the same frequency domain. And I can not think of a quick way to use blitter for a linear interpolation oversample usage.. At least you could create a blitter interlaced mixer (one byte of a sample followed temporally from that of another sample), but qualitywise is a no-no. Or prepare a downward shift of the sample in real time and then cpu add without clip. |
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#7 |
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He's using the halftone/smudge mode for some free effects in real time. Looks like it maxes out at 16% CPU time. Impressive!!!
[ Show youtube player ] |
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#8 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
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Well, so apparently it's not for sound mixing but for applying quick'n'dirty sound effects. I'm not impressed.
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#9 | |
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http://aminet.net/package/mods/misc/CriticalsPromo Second known me Amiga music, used blitter for sample depacking only. http://aminet.net/package/mods/cust/SpaceAcedemo |
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#10 |
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Join Date: Nov 2004
Location: Eksjö / Sweden
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Manipulation and unpacking isn't mixing, tho. The Blitter ALU can be used in passes for arithmetic operations, the problem is the carry. It would likely also need the instruments to change from sampled waves to something prepared for mixing. Typically, a proof of concept used in a demo is not usable in the general case. Finally, it must also sound almost-as-good as the one wave per hardware channel version. That's the real trick
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#11 | |
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I use the Blitter for mixing ![]() Of course the STe hardware is basic and the routine is very constraining as explained here https://github.com/jhubrt/demOS/tree...r/DOCS/BLITSnd Retrocomputing is about playing with contraints, and probably programming on the Atari ST has always been about that too ![]() Here is what we have managed to release using this routine thanks to Dok talent [ Show youtube player ] |
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#12 |
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Join Date: Nov 2004
Location: Eksjö / Sweden
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ST(e) can sort of do samples, and under some circumstances, it can do scrolling, too.
Your readme puts some tighter requirements for running it at all, though. E.g. beyond 1040 STe, 520 STe can't run it as I understand it and you have to set it up just so. Please correct me with exact platform target. In this topic, the question was asked if the more capable Blitter of the Amiga could even substitute for the CPU in proper software mixing. This however requires arithmetic and carry. (For any Blitter including the simplistic ones on some PC graphics cards, and they didn't really get any less simplistic with time either). Thus far objectivity. If you are posing this against Amiga, know that you are competing with 1990 CPU 8-channel mixing, and as we know the 7-channel SMFX, launched not as a limited special-case proof of concept, but to solve the problem of music+SFX with a game using the hardware fully at the same time. [ Show youtube player ] |
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#13 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
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I thought the first turrican did not have the 7-channel mixing routine, the second one for sure do
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#14 | |
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#15 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
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The 7-voice mixing routine used in TFMX 7V was written by Jochen Hippel of Thalion who did the arrangements for the Atari ST version of Turrican I & II. It was also used in Lethal Xcess and Amberstar.
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#16 | |
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Nope ![]() I am curious on how the more than 4 voices are usuallly implemented on amiga ? From what I understand Paula can get its data from 4 places in memory at variable pace. In case of more than 4 voice does it mean some of the voice run at fixed freq + cpu mixing ? A long time ago i have heard amiga blitter has a bresenham engine. Is it the case ? |
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#17 | |
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Whaou i was not aware mad max wrote this kind of routine on amiga |
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#18 | ||
Defendit numerus
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But there are other players who behave differently. Quote:
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#19 | |
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#20 |
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To add to what Roondar said we can clearly hear in the Turrican 2 credits how mixing quality is downgraded every time the player character appears and gets back to higher mixing samplerate when there is only text displayed on the screen. During full gameplay software mixing was to much
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