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GTIA soundcard


xxl

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hi,

 

YERZMYEY/HOOY-PROGRAM from ZX-Spectrum scene send me some BEEP music.

 

i rewrite 'music studio' player from zx spectrum and music from zx can be played on GTIA, dont play it on emulator (emulator has bug), mp3 recorded on real atari.

 

http://www.ghnet.pl/~pin/atari_beep/part4.mp3

http://atari.pl/part4.xex - only for test.

 

http://www.ghnet.com.pl/~pin/atari_beep/bee2a.mp3

 

http://www.ghnet.pl/~pin/atari_beep/beeporgy.mp3

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Sounds like it's using PWM.

 

I tried it using standard Pokey forced volume but wasn't in any way happy with the results.

 

Could it be that the GTIA sound circuitry is more absolute in it's value as opposed to Pokey's kind of inbuilt attack/decay?

 

It would be interesting to do a direct comparison - changing the program to instead use forced volumes of 0 and 8 on a Pokey voice and see if there's any difference.

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Sounds like it's using PWM.

 

I tried it using standard Pokey forced volume but wasn't in any way happy with the results.

 

Could it be that the GTIA sound circuitry is more absolute in it's value as opposed to Pokey's kind of inbuilt attack/decay?

 

It would be interesting to do a direct comparison - changing the program to instead use forced volumes of 0 and 8 on a Pokey voice and see if there's any difference.

 

He can hook up the scope and see the waveforms using register 53279 vs. 53761 and see the difference. He can just write 16 and 24 instead of 0 and 8 to both registers since bit 4 is required to force audio output in volume mode whereas it has no effect on the GTIA register. I know that on the IBM PC, the speaker circuitry produced very good results of simulating a 8-bit DAC by toggling it on/off.

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that is 2 channel solund.

 

> It would be interesting to do a direct comparison - changing the program to instead use forced volumes of 0 and 8 on a Pokey voice and see if there's any difference.

 

if you like you can use POKEY register. results is the same, but you can change volume for channels separately on 1 pokey channel.

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I'll have to look into this.

 

I did a PWM player - fair enough it was rough & ready and the delays weren't very accurate. But it sounded totally crap so I didn't bother going further with it.

 

The thing with PWM is that if you get it right, you can get more than the 6-bit precision that the Atari can (kind of) do.

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Impressive!

 

What?

 

Interesting. Using full CPU power with display off producing sounds via the Keyclick generator is impressive?

 

Impressive would mean to have those sounds with display on and ingame.

Another interesting thing is that no one takes care about 2 channel 16 bit pokey music for that.

Edited by emkay
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It might be possible to have a screen display without disrupting the sound much.

 

A hires bitmap mode of 240 scanlines in widescreen mode would have a reasonably even spread of DMA Halts.

Of course, the frequency would drop off and the notes would probably all have to be recalculated.

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:) nice nice. I often wondered why GTIA sound has not been looked into or utilised so much. This is very good.

 

xxl: soon i upload demo with gtia/pokey player zx music (on pokey with volume control)
:D I can't wait to see (hear) that.

 

are you possibly looking at the the 128+ and ST's 3 channel Yamaha YM2149 too?

 

This is great stuff.

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For those unaware of this ability of the A8, the heritage of this feature came from the architectures precursor to the CTIA/GTIA the 2600's TIA which combined the graphics and sound. The CTIA/GTIA continues this feature and so it's functions are not simply dedicated to graphics, for instance it is responsible for generating the keyclick. As is well documented the CTIA/GTIA used to control the speaker directly on the 400/800 but in the later XL/XE's, it is mixed with the audio output.

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hi,

 

YERZMYEY/HOOY-PROGRAM from ZX-Spectrum scene send me some BEEP music.

 

i rewrite 'music studio' player from zx spectrum and music from zx can be played on GTIA, dont play it on emulator (emulator has bug), mp3 recorded on real atari.

 

http://www.ghnet.pl/~pin/atari_beep/part4.mp3

http://www.ghnet.com.pl/~pin/atari_beep/bee2a.mp3

http://www.ghnet.pl/~pin/atari_beep/beeporgy.mp3

I really like the downward pitch segment of your bass-line arpeggiation in bee2a.mp3. Nice contrast to the upward segment, much less predictable than what people usually do when arpeggiating on a keyboard. Usually one hears something like that with fast descending hammer-ons/pull-offs on a guitar.

 

If you reduce the attack-time of the electro-toms, it will make the overall sequence sound even better.

 

Sounds good, nice application of the GTIA.

Edited by UNIXcoffee928
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* Light bulb appears *ding*

 

One possible way to do timing which will be interfered with to a lesser extent by screen DMA:

 

Use 2 Players with the same XPOS. Position both players dynamically each time a delay is required (after WSYNC would be ideal).

Then, store to HITCLR and wait for a collision event.

 

A little more work than Pokey Timers, but Pokey Timers don't work properly in the emulator and are useless there anyway for sub-scanline increments.

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