18.2016

Prototype STe + PC executables (portable code): synthsound_proto.zip
Look at SYNTH.INI to use / put other sounds into prototype...

Prototype source code shared here: https://github.com/gibs75/demOS

Rasterization on STe here (at 25khz and 50khz replay)




What you optionally do for free with blitter is :
- decimate bits with half pattern mask
- shift bit (reduce volume)
- octave transpose





04.2016

Prototype PC executable (portable code): synthsound_proto.zip
Look at SYNTH.INI to use / put other sounds into prototype...

Prototype source code shared here: https://github.com/gibs75/demOS

Instead of generating sounds, this new prototype use samples which allows easier experimentations (no need to code) SYNTH.INI script allows to change parameters


01.2016

I have made some experiments with PCM sound. My initial idea was to try to find some unexplored ways to produce sounds on STe. In particular I have tried to look if there was something to do with blitter which is not really used for this purpose currently.

What I found useful using the blitter for sound: On the other side, I did not find a way to use it to : These facts led me to make a sound routine : The routine is divided into two main parts : Next steps :
04.2016

As I lack a bit of enthousiastic feedbacks from musicians, I put this project in standby and move to work on a screen for the 30th anniversary of Ubisoft: https://youtu.be/Gbq4wI9HsEw
11.2017

I have been at the Alchimie 12 party on the 9/10th of november 2017 with friends in the south of France.
There were a couple of impressive demos released on Amstrad (Amstrad compos ranked 1st and 2nd at the party)
Discussing with an Amstrad coder reminds me an old pre-transposed soundtrack routine I have made in 1993 (never released) using a .mod converter in GFA + ASM replay routine.

Back from the party I decided to reboot my blitter sound project in new terms : On the 13th of december I had a 1st working C version on PC :)
This first version was allocating more than 290kb of memory for my test mod, but it made me pretty confident in being able to obtain something usable.
Also I have determined that filling the sound buffer for one frame with the blitter allows me to target around 15% of VBL for replay.

Then I have progressively :

03.2018

Then I have tested the routine on a real STe and published a video of the result on youtube




05.2018

First release of BLITSnd on Github BLITSnd / demoOS github


06.2018

New version released