@6581
I am REALLY interested in seeing some videos of this in action.
"- Attached MCP3208 8-Channel 12-Bit DAC..."
Didn't you mean ADC ?
"Hey, do you have any spin code or video? Sounds great!"
I don't have any video, but you can have the source code if you want to.
I didn't finish it due to an irritating bug and because of too little spare time.
@6581
I am REALLY interested in seeing some videos of this in action.
"- Attached MCP3208 8-Channel 12-Bit DAC..."
Didn't you mean ADC ?
"Hey, do you have any spin code or video? Sounds great!"
I don't have any video, but you can have the source code if you want to.
I didn't finish it due to an irritating bug and because of too little spare time.
/Ahle2
Yep, I mean the MCP3208 ADC. I was thinking of a DAC because
I was doing a wav player using a MCP4922 DAC.
Sure! I'd like (and probably others too) to see your source code!
I would love to see programming examples to create interesting sounds -- like the train you did last Christmas. Most of the SIDcog demos are playing music but there is no methodology demonstrated for the creation of that music. Still, I think most of us would be happy to add interesting beeps and boops to our programs, so the creation of music is not a big deal.
To make an appnote about how to make basic bleeps and bloops shouldn't be too hard.
It will however be a lot harder to make a pedagocially written appnote for how to make a music player routine that takes advantage of all the features of the SID.
It took almost 10 years for music routines to take advantage of ring modulation, oscillator syncronization, full envelope support and full filter support.
When people began to take advantage of these features, it became obvious how much more advanced the SID actually was compared to its competitors.
If you listen to most C64 tunes prior to 1988, they sound almost more like AY38910, NES or Pokey.
Thank you for posting SIDCog and the AYcog objects! I'm using the SIDcog object on one of my robots and want to experiment with some of the sounds it can make. Any examples of making odd sound effects would be helpful. I've learned a bit from the example programs but still have a lot to learn. For me using SIDcog to make authentic sound effects from old games, etc is one of the reasons I was drawn to it. Since it is emulating the chip I suppose the next step is to find some good Commodore links that had program examples showing what codes and data was fed into the SID chip to make all the fancy sound effects. With that we should be able to use the Prop to send the same codes to SIDcog.
Robert
Does anyone happen to have some links to some Commodore sites with SID chip programming examples?
Ahle2:
You are truly a miracle worker. Any one can play with VGA, it takes a true master to create this level of sound quality. There is a good reason that the SID was so far ahead of its time, truly the work of an engineering deity, producing good sound synthesis is not easy.
The SID is actually quite much more advanced than the Paula in the Amiga for an example.
To play a sample at an arbitrary frequency with an arbitrary volume is quite simple in comparision.
However the end result when playing back samples impress more people (me too), because it can sound like whatever the sample sounds like.
So when people are saying that the Amiga had a better sound chip, I actually disagree from a pure technical standpoint. From a pure listening standpoint i totally agree. I love all those oldschool protracker tunes.
I used to have them playing in the background while doing "serious computing" in Workbench.
I love all those oldschool protracker tunes.
I used to have them playing in the background while doing "serious computing" in Workbench.
I still have them playing in the background while doing serious computing in Workbench, ScalOS, or Wanderer . No wonder Amiga refuses to die.
With out question though the SID is technically the superior sound chip.
I have uploaded a new video of SIDcog. (This was done mostly to test my new compact camera with 1080p video capture)
Tomorrow I will upload a clip of Retronitus as well.
On what p8x32a pin must i conned this sound output circuit ?
Hi megaionstorm, welcome to the forum.
When you start the SIDcog object you can indicate two pins for output, like this:
sid.start(leftpin, rightpin)
You can also use -1 to indicate that you want no output for left or right side (SIDcog, like the original SID is monophonic anyway).
Since you're using a breadboard I guess you can choose any pin, so it's best to use the lowest possible (you can search the forums for a full explanation, doing this should result in slightly better quality output).
Attach the circuit that Cluso99 posted to P0 (pin #1 in a DIP propeller) and change the code that starts the object to:
I saw the winning C64 demo from the "LCP 2011" demo party that was held between 5-7 august here in Sweden.
One of the tunes from that demo stood out from the rest. It probably is the coolest SID tune that I have ever heard. I just had to test how well SIDcog could reproduce it.
SIDcog version 1.2 is out.
Download it from the OBEX!
Changes in version 1.2
- Increased ADSR accuracy (Almost perfect now; The famous ADSR bug isn't implemented though)
- Increased Noise accuracy (As close as we will get without decreasing the sample rate of SIDcog)
- Fixed a bug when no waveform was selected
- Decreased the "max cutoff frequency" a bit to fix aliasing issues
- Made some small optimizations
SIDcog version 1.2 is out.
Download it from the OBEX!
Changes in version 1.2
- Increased ADSR accuracy (Almost perfect now; The famous ADSR bug isn't implemented though)
- Increased Noise accuracy (As close as we will get without decreasing the sample rate of SIDcog)
- Fixed a bug when no waveform was selected
- Decreased the "max cutoff frequency" a bit to fix aliasing issues
- Made some small optimizations
Comments
I am REALLY interested in seeing some videos of this in action.
"- Attached MCP3208 8-Channel 12-Bit DAC..."
Didn't you mean ADC ?
"Hey, do you have any spin code or video? Sounds great!"
I don't have any video, but you can have the source code if you want to.
I didn't finish it due to an irritating bug and because of too little spare time.
/Ahle2
Yep, I mean the MCP3208 ADC. I was thinking of a DAC because
I was doing a wav player using a MCP4922 DAC.
Sure! I'd like (and probably others too) to see your source code!
http://forums.parallax.com/showthread.php?p=950024#post950024
SidCog is very great project - many thanks this
Please is possible help me make example SidCog and StereoSpatializer spin code ?
Many thanks
OBC
Does it need to be torough??
What should be included?
Yes, he's right, bleeps and bloops are what most will want..
Still being able to generate some easy tunes for games might appeal to a few as well.
OBC
Are you talking about algorithmic composition of original tunes or just playing MIDI encoded files or something like that?
It will however be a lot harder to make a pedagocially written appnote for how to make a music player routine that takes advantage of all the features of the SID.
It took almost 10 years for music routines to take advantage of ring modulation, oscillator syncronization, full envelope support and full filter support.
When people began to take advantage of these features, it became obvious how much more advanced the SID actually was compared to its competitors.
If you listen to most C64 tunes prior to 1988, they sound almost more like AY38910, NES or Pokey.
Robert
Does anyone happen to have some links to some Commodore sites with SID chip programming examples?
http://en.wikipedia.org/wiki/MOS_Technology_SID
http://www.atarimagazines.com/compute/issue70/101_1_Experimenting_With_SID_Sound.php
http://www.atarimagazines.com/compute/issue57/advanced_sound_effects.html
http://www.youtube.com/watch?v=hEk-eKxgRyU
I suppose the main Wiki entry about the SID chip should be updated to include SIDcog as the Propeller emulation of the SID chip.
Has anyone used SIDcog just to generate sound effects on the Propeller? If so I'd love to see some more examples.
Robert
http://forums.parallax.com/showthread.php?117935-HERO-using-my-2600-driver&highlight=2600+driver
Have a look at my contribution in this thread
http://forums.parallax.com/showthread.php?130038-looking-for-spacy-sounds-for-the-propeller-chip&highlight=SIDcog+robot
You are truly a miracle worker. Any one can play with VGA, it takes a true master to create this level of sound quality. There is a good reason that the SID was so far ahead of its time, truly the work of an engineering deity, producing good sound synthesis is not easy.
The SID is actually quite much more advanced than the Paula in the Amiga for an example.
To play a sample at an arbitrary frequency with an arbitrary volume is quite simple in comparision.
However the end result when playing back samples impress more people (me too), because it can sound like whatever the sample sounds like.
So when people are saying that the Amiga had a better sound chip, I actually disagree from a pure technical standpoint. From a pure listening standpoint i totally agree. I love all those oldschool protracker tunes.
I used to have them playing in the background while doing "serious computing" in Workbench.
Cheers
With out question though the SID is technically the superior sound chip.
Compute's Beginners Guide to the C64 Sound
http://www.bombjack.org/commodore/books/pdf/Compute's_Beginners_Guide_to_C64_Sound.zip
Commodore 64 Sound and Graphics
http://www.bombjack.org/commodore/books/pdf/Compute's_First_Book_of_64_Sound_and_Graphics.zip
Heck, I shouldn't post it, but the whole resource is excellent:
http://www.bombjack.org/commodore/books.htm
OBC
Shame on you OBC!!!! :depressed: :surprise:
Tomorrow I will upload a clip of Retronitus as well.
Who can i find a schematic for the sidcog circuit ?
Do you realise it is all done in software on the prop? The only thing required is the sound output circuitry (unless that is actually what you meant)
IIRC Ahle also said 100 ohm & 0.1uF works fine too.
I work with a p8x32a on a breadboard.
On what p8x32a pin must i conned this sound output circuit ?
Hi megaionstorm, welcome to the forum.
When you start the SIDcog object you can indicate two pins for output, like this:
You can also use -1 to indicate that you want no output for left or right side (SIDcog, like the original SID is monophonic anyway).
Since you're using a breadboard I guess you can choose any pin, so it's best to use the lowest possible (you can search the forums for a full explanation, doing this should result in slightly better quality output).
Attach the circuit that Cluso99 posted to P0 (pin #1 in a DIP propeller) and change the code that starts the object to:
Regads
Alessandro
One of the tunes from that demo stood out from the rest. It probably is the coolest SID tune that I have ever heard. I just had to test how well SIDcog could reproduce it.
Here is the result: DesertDawn.zip
Here is a video of the demo recorded with an emulator but with live audio from the actual party. (The tune starts playing at 8:00 in this video)
(Remember that the reverb from the big party hall affects the sound in the video)
Download it from the OBEX!
Changes in version 1.2
- Increased ADSR accuracy (Almost perfect now; The famous ADSR bug isn't implemented though)
- Increased Noise accuracy (As close as we will get without decreasing the sample rate of SIDcog)
- Fixed a bug when no waveform was selected
- Decreased the "max cutoff frequency" a bit to fix aliasing issues
- Made some small optimizations
As far accuracy goes, this is a major release!
/Johannes