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Forums > C64 Composing > Experiments on the Sound
2024-04-17 18:59
Mr SQL

Registered: Feb 2023
Posts: 116
Experiments on the Sound

I've been working on an algorithm to dynamically recompile the byte code for the SID chip, creating interesting and pleasing tunes provide the original tune is melodic.

Basically GIGO (garbage in garbage out) ensues with this algorithm if the tune used as the input has no Melody.

I've received a lot of feedback with earlier versions of the algorithm with some C64 fans really enjoying the sound and some not as pleased, either way share your thoughts here and any ideas to improve the algorithm.

Cross platform algorithmic arrangements:

This algorithm runs cross platform and works on the Atari 2600 TIA as well as the SID.

Here is the WIP for STARBLITZ Neon Sound on the C64 and Atari respectively:

https://youtu.be/ixuHdHvqMK8
https://youtu.be/FfAga57yJFs

The original musical composition can be heard at 4:30 in the Atari version, a Blues piece. Various soft piano and Jazz and electronic sound implementations are heard in the C64 version. I find it interesting that different music genres appear to emerge as the musical score is recursively processed by the algorithm.

Another algorithm is used to interpret the TIA on the C64 SID which sounds completely different. Even trying to get the 6581 and 8050 SID models to sound uniform is very difficult. I am not trying to get the same exact Sound like the gameplay and graphics (besides the motion pixel art).
2024-04-17 19:36
mutetus

Registered: Dec 2020
Posts: 12
I absolutely don't get it.
2024-04-17 19:56
chatGPZ

Registered: Dec 2001
Posts: 11144
nevermind, you are not alone :)
2024-04-17 23:06
Mr SQL

Registered: Feb 2023
Posts: 116
Quote: I absolutely don't get it.

Every time a level is completed in this game you Defend another City and a new SID is created for the next level.

It is easy where the soundtracks change from the different pixel art for each City on the C64.

If you die on a level the soundtrack stays the same on the Title screen until you start a new game.
2024-04-18 02:27
acrouzet

Registered: May 2020
Posts: 80
I think what they're saying is that this program takes an input .sid file and scrambles its data to create a procedurally generated output.
2024-04-18 03:11
Mr SQL

Registered: Feb 2023
Posts: 116
Quote: I think what they're saying is that this program takes an input .sid file and scrambles its data to create a procedurally generated output.

Yes this is it exactly.

The mathematical rules of the algorithm create different sound envelopes, tempos and instruments guided by the existing mathematical rules in the sid composition.

When the sid sounds good to begin with the procedurally generated output may also sound good.

I'd like to try this with some of the great sid composers music and maybe build the algorithm into a custom SID player to produce these variations, perhaps with the option to selectively save variations that sound good as new sids.
2024-04-18 03:55
ws

Registered: Apr 2012
Posts: 229
Quoting TRON

13:37+
[Lora and Dr. Gibbs are preparing to digitize an orange]

Lora:
Well, here goes nothing.

Dr. Gibbs:
Yeah. Interesting. Interesting! Did you hear what you just said? "Here goes nothing."

Lora:
Well, what I meant was...

Dr. Gibbs:
Actually, what we propose to do is to change something into nothing, and back again. Then you might just as well have said "Here goes something. Here comes nothing."

Lora:
Right, mhm.

Technician:
('right,) let's clear the area.
2024-04-18 10:11
chatGPZ

Registered: Dec 2001
Posts: 11144
Quote:
When the sid sounds good to begin with the procedurally generated output may also sound good.

So when is that?
2024-04-18 13:19
Bitbreaker

Registered: Oct 2002
Posts: 501
Well chosen words and a high level of imagination give me the expectation that my ears would receive gold soon, but what i hear in the end, is just shit.
So i guess the bias between reality and perception seems way off here.
2024-04-18 15:01
Jetboy

Registered: Jul 2006
Posts: 226
It implements WIGO.

Whatever in garbage out.
2024-04-18 17:03
Mr SQL

Registered: Feb 2023
Posts: 116
Quote: Quoting TRON

13:37+
[Lora and Dr. Gibbs are preparing to digitize an orange]

Lora:
Well, here goes nothing.

Dr. Gibbs:
Yeah. Interesting. Interesting! Did you hear what you just said? "Here goes nothing."

Lora:
Well, what I meant was...

Dr. Gibbs:
Actually, what we propose to do is to change something into nothing, and back again. Then you might just as well have said "Here goes something. Here comes nothing."

Lora:
Right, mhm.

Technician:
('right,) let's clear the area.


Love the Tron quote, very inspiring!

Dr. Walter Gibbs:
Supporting users is what our business is for.
Dillinger:
Selling Computers is what our business is for.

Here's a different version of the algorithm that C64 fans have said sounds like the sounds in Tron, this version uses one less bit for the transformations:

The Atari version plays right after the C64 version and also sounds good imo but different:
https://youtu.be/eyxKsuFRvYM

Here's the extra bit version with a different input tune, which is melodic going in per my observations and some previous feedback:
https://youtu.be/sNIGrdEQsvc

It's all subjective, some people may or may not like experiments on the Sound.
 
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