Retronitus - Noise from the past!

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Comments

  • ColeyColey Posts: 968
    edited 2011-07-13 - 09:54:29
    Hi Ahle2,

    I'm curious, how did you come up with the name Retronitus? I get the first bit Retro, but nitus???

    Coley
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,090
    edited 2011-07-13 - 10:04:14
    The urban dictionary comes up with a definition... But not something I'm going to re-post here. :) <SMIRK>

    OBC
    <br>
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-13 - 10:59:35
    retro = back, backward, behind
    sonitus = noise, sound

    Retrosonitus didn't sound quite right!
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-13 - 13:00:31
    Finally a video of it in action!
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • base2designbase2design Posts: 78
    edited 2011-07-13 - 13:06:11
    Neat!

    Can you share with us the schematic for this as well (I'm guessing it's pretty standard except the audio portion).

    -joe
  • AntoineDoinelAntoineDoinel Posts: 307
    edited 2011-07-13 - 13:22:10
    Ahle2 wrote: »
    @AntoineDoinel
    A 4 SIDcog polysynth sounds very interesting; when will we see it?

    I hope soon... polyphonic play from MIDI it's working, one voice per chip (dual osc), with voice allocation and pitch bender. But I'm a little stuck with modulations and patch management.
    Maybe it's better to just implement ENV3->[EnvAmt]->Cutoff and OSC3->[ModWheel]->Pitch for a first version.

    I'm doing global mix with StereoSpatializer object, it works great with a tiny mod to SIDcog mixer code:
    '&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;
    '   Mix channels and update FRQA/FRQB PWM-values
    '&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;&#61579;
    mixer         mov      arg1, filterOutput 
                  add      arg1, ordinaryOutput 
    '----------------------------------------------------
                  maxs     arg1, clipLevelHigh         '|
                  mins     arg1, clipLevelLow          '|
                  mov      arg2, filterMode_Volume     '| Main volume adjustment
                  and      arg2, #15                   '|
                  call     #multiplyNS                 '|
    '----------------------------------------------------
                  mov      tempValue, par              '\
                  add      tempValue, #28              '|
                  sar      r1, #2                      ': [COLOR="red"]<- added, SSP needs less hot signal[/COLOR]
                  wrlong   r1, tempValue               '/ Write the sample to hub ram
                  add      r1, val31bit                '| [COLOR="red"]<- moved after the HUB write, SSP needs signed[/COLOR]
                  waitcnt  waitCounter, sampleRate     '| Wait until the right time to update
                  mov      FRQA, r1                    '| Update PWM values in FRQA/FRQB
                  mov      FRQB, r1                    '|
    mixer_ret     ret
    


    BTW, you must be kidding when you say you're not a graphic artist: that logo it's fantastic and perfectly fitting the theme, IMHO.

    Alessandro
  • ColeyColey Posts: 968
    edited 2011-07-13 - 13:34:16
    Ahle2 wrote: »
    retro = back, backward, behind
    sonitus = noise, sound

    Retrosonitus didn't sound quite right!

    Yeah, it sounds like you'd need a tablet for that! :tongue:

    Logo is looking good too!

    Coley
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,090
    edited 2011-07-13 - 18:33:50
    That bass line on the video was impressive! Perhaps we have something we can create a real instrument on..

    OBC
    <br>
  • Cluso99Cluso99 Posts: 15,349
    edited 2011-07-13 - 20:17:27
    This is simply amazing Johannes (Ahle2) :)

    I am not a gamer otherwise I would offer, though I will be glad to test on my new h/w.
    My Prop boards: P8XBlade2, RamBlade, CpuBlade, TriBlade
    Prop OS (also see Sphinx, PropDos, PropCmd, Spinix)
    Website: www.clusos.com
    Prop Tools (Index) , Emulators (Index) , ZiCog (Z80)
  • markaericmarkaeric Posts: 282
    edited 2011-07-13 - 23:33:06
    Wow! That sounded way better than I could gave imagined. Very impressive indeed!!
  • base2designbase2design Posts: 78
    edited 2011-07-14 - 10:12:31
    Neat!

    Can you share with us the schematic for this as well (I'm guessing it's pretty standard except the audio portion).

    -joe

    I guess what I should have asked is how you're filtering the output.

    -j
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,090
    edited 2011-07-14 - 12:01:25
    @Base2design,

    I had also PM'ed him last night asking a similar question. Hopefully he'll skip my PM and just answer here. I'm betting he's come up with an "ideal" configuration for Propeller audio.

    OBC
    <br>
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-15 - 08:24:31
    @OBC and Base2design
    100 ohms / 0.1uF will give a good result and have a cut off frequency of: 1/(2 * Pi * 100 * 0.000001) = ~16 kHz.
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-15 - 08:28:00
    @markaeric and cluso99
    Thanks fo the kind words!
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-15 - 08:32:00
    I hope soon... polyphonic play from MIDI it's working, one voice per chip (dual osc), with voice allocation and pitch bender. But I'm a little stuck with modulations and patch management.
    Maybe it's better to just implement ENV3->[EnvAmt]->Cutoff and OSC3->[ModWheel]->Pitch for a first version.

    I'm doing global mix with StereoSpatializer object, it works great with a tiny mod to SIDcog mixer code:

    BTW, you must be kidding when you say you're not a graphic artist: that logo it's fantastic and perfectly fitting the theme, IMHO.

    Alessandro
    I am not kidding when I am saying that I am not a graphics artist; I think this was my first logo ever!!!

    And I am very interested in your SIDcog project. :) How about starting a new thread and post your progress??

    /Johannes
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • porkotronporkotron Posts: 3
    edited 2011-07-15 - 09:03:32
    Great work guys! We've been planning to reanimate this old two level organ that we saved from the dumpster couple of years ago with propeller
    and Ahle2s cogs (ie SIDcog and AYcog played from different levels) and in the same day i got the Propellers I notice this post.
    I'm definetely interested for beta testing and because we're planning to make it first be playable with midi keyboard I'm very interested about
    that polyphonic SIDCog project too.

    BTW Retronitus sounds like a tinnitus in a nice way. Like some sid playing always on your head :).
    Actually we have this saying with couple of old sid geeks that if you have some **** playing in your head that you cannot get rid of just listen couple seconds of airwold.sid :)

    -Petri
  • base2designbase2design Posts: 78
    edited 2011-07-15 - 12:15:26
    Ahle2 wrote: »
    @OBC and Base2design
    100 ohms / 0.1uF will give a good result and have a cut off frequency of: 1/(2 * Pi * 100 * 0.000001) = ~16 kHz.

    Thanks Ahle2!
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-17 - 06:16:53
    @porkotron
    Firstly I just want to say; Welcome to this forum ! :)

    Yet another interesting project based on SIDcog.(and Aycog)
    There are currently three interesting projects going on based on SIDcog.

    1. porkotrons SIDcog/AYcog organ
    2. Toymakers SIDcog organ
    3. AntoineDoinels midi driven subractive synthesizer based on SIDcog

    It seems like people are enjoying my contributions to the Propeller. :)

    /Johannes
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • potatoheadpotatohead Posts: 9,771
    edited 2011-07-17 - 09:54:58
    Sweet!!!

    I am just coming off of a work project. Checking in to find the video I was waiting for. That is very good sound! We SO need a nice tracker, and a feed from SD card. Hearing that makes me want to compose chip tunes!
    Do not taunt Happy Fun Ball! @opengeekorg ---> Be Excellent To One Another SKYPE = acuity_doug
    Parallax colors simplified: https://forums.parallax.com/discussion/123709/commented-graphics-demo-spin<br>
  • Linus AkessonLinus Akesson Posts: 22
    edited 2011-07-18 - 00:22:14
    Well done!

    Can't wait to have a look at the code...
  • Toby SeckshundToby Seckshund Posts: 2,025
    edited 2011-07-18 - 05:55:39
    "BTW Retronitus sounds like a tinnitus in a nice way. Like some sid playing always on your head"

    I have tinnitus. The only nice thing about it is that it almost drowns out the voices :-)
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-18 - 06:19:32
    @Linus
    Long time no seen! What have you been up to lately? Any new Propeller based project?

    (The code isn't very readable, I used every trick in the book so to speak. :))
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-18 - 06:21:47
    Have a look at this! It's an awesome setup!
    The tune is familiar to anyone following this thread.
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • StefanL38StefanL38 Posts: 2,287
    edited 2011-07-18 - 07:12:38
    @Ahle2,

    wow impressive studio.

    If you remember the turbulence demo linus coded - including a special code-compression and linking algorithm -
    I guess you can send him uncommented code and he will see it as a challenge to disassemble it by hand.
    He is a musician like you and did a lot of projects about electronics, software and music.

    best regards

    Stefan
    [x] <== SLAM in nail here to hook up the new screen! :lol:
  • Cluso99Cluso99 Posts: 15,349
    edited 2011-07-18 - 08:05:03
    Yes wow, what a setup!
    My Prop boards: P8XBlade2, RamBlade, CpuBlade, TriBlade
    Prop OS (also see Sphinx, PropDos, PropCmd, Spinix)
    Website: www.clusos.com
    Prop Tools (Index) , Emulators (Index) , ZiCog (Z80)
  • BaggersBaggers Posts: 2,965
    edited 2011-07-18 - 08:22:08
    That's an awesomely impressive setup Ahle2 :D NICE!
  • Ahle2Ahle2 Posts: 953
    edited 2011-07-18 - 08:56:37
    I hope you guys did not think that is my rig. That was a "random" clip I found on Youtube.
    I do have two subtractive synthezisers, but not a wall of them. :)

    @StefanL38
    I'm quite familiar with Linus work, and I do know that he is a code wizard.
    So I know that he is able to read the code. But it's still not very readable. :)
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
  • Linus AkessonLinus Akesson Posts: 22
    edited 2011-07-19 - 03:28:38
    Ahle2 wrote: »
    @Linus
    Long time no seen! What have you been up to lately? Any new Propeller based project?

    (The code isn't very readable, I used every trick in the book so to speak. :))

    I haven't done very much using propellers recently, although I made a slide projector for a seminar. Right now I'm learning my way around FPGAs.

    By the way, I assumed the code would be full of trickery. That's what's going to make it an interesting read. =)
  • CircuitsoftCircuitsoft Posts: 1,009
    edited 2011-08-11 - 12:37:09
    Ahle2 wrote: »
    I hope you guys did not think that is my rig. That was a "random" clip I found on Youtube.

    Deadmau5 is hardly a random clip...
  • Ahle2Ahle2 Posts: 953
    edited 2012-01-08 - 12:49:54
    Here comes a teaser of the soon to be released Retronitus sound engine: RetronitusTeaser - Archive [Date 2012.01.08 Time 21.04].zip
    The main point of this teaser is to demonstrate how easy Retronitus is to use.

    All the sound files have been edited in "Retronitus Sound Editor".
    It will, however, take some more days/weeks before "Retronitus Sound Editor" is completely finished and Retronitus is released.

    /Ahle2
    SIDcog - The sound of the Commodore 64 in a single cog: Thread, OBEX
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