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Old 16 January 2012, 04:33   #1
mc6809e
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Using two voices for 56K sample/second audio output rate -- OCS -- No CPU or Copper

I can't verify this, but I think it's possible to output audio at a rate of 57K samples per second without using CPU interrupts or driving the audio channels with a copper list on OCS. DMA fetch/output is used.

Here's the proposed trick:

Set two voices on one channel (voices 1 and 2 for example) for an output rate of 28867 samples per second along with addresses of two audio buffers.

Next, start voice 1. Then, after 62 bus cycles, start voice 2. The samples of voice 1 will be interleaved with those of voice 2.

This is possible because the output of each voice is determined by Paula and not DMA. While DMA at the beginning of each scan line is used to fetch audio data, the output of the fetched values is timed by Paula.

This effectively doubles the output rate since we can cause with this interleaving of voices a change in audio output that occurs 57K times per second.

Finding the correct values to place in the buffers might be a challenge. Random noise passed through a high pass filter would be fine if a bright cymbal sound is desired, for example.

Another way is to simply take an original audio sample and place even samples in one buffer and odd samples in the other. This can be somewhat justified by considering what happens when performing a Fourier transform on real data.
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Old 27 January 2012, 02:12   #2
h0ffman
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Ok, time for some thinking...

For example lets say the 57k sample data looks like this...

$00,$10,$20,$30,$40,$50,$60,$70

the interleave on it is

Chan1 $00,$20,$40,$60
Chan2 $10,$30,$50,$70

First idea i though would be to use the 2nd channel as delta, this then pushes the point to the next desired point inbetween the samples. For example $20 to $30 is $20 + £10, however that means that the Chan1 will keep going to the point..

However, if you delta Both channels, that might work???
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Old 28 January 2012, 00:29   #3
Photon
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Bit depth and continuous playing (requiring AUDINTs) for longer than 2.27027 seconds of high quality sound is the problem, not frequency. Just test in Wavelab on PC and listen
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