> > > lacks volume-ramping (meaning that you hear ticks between notes on > > > the same channel). > > > >Voltage-ramping sounds great, and 24 channels are definately enough imho. > > voltage ramping? :)
bah... :) volume. > well, mainly I'm using more channels to prevent those ticks, and to make it > sound better. Anyway, this way of composing is a real pain, it would be > better to include something like (PC) Impulse Trackers's NNA system. This > means that a note on a channel continues playing (or fades out with some > speed) when you enter a new note on the same channel. Basicly this means > having editing in visual channels and the player managing internal > channels. There's a world of difference when you use a NNA-type system. That would require a lot of channels though... Wouldn't it be easier to, for example, fade out a channel at a really high speed right before the next note instead? > >Imho, frequency tables shouldn't be used at all. Just calculate the > >frequencies, based on a 'free' base frequency, live in the editor (if > > yeah, ofcourse it is, I had the idea that the humble Z80 got too hot for > that :) Naahhhh it's not that slow a processor... 24 divisions within one interrupt? It should definately be able to handle that. However, don't expect a game to be running in the background while you're at that ^_^. ~Grauw _______________________________________________ MSX mailing list ([EMAIL PROTECTED]) Info page: http://lists.stack.nl/mailman/listinfo/msx
