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- uSID STILLS SOUNDS SO SPECIAL
- By Andrew Fisher
-
- Note: this is an updated version for
- CBM Free Magazine of an article 1st
- published in UCUGA CBM Digest in 2003
-
- Inside every CBM 64/128 is a special
- chip. The Sound Interface Device or
- 6581 chip (later to be replaced by the
- 8580) gave it the best sound of any
- 8-bit machine, & has left a legacy of
- music & sound that is still important.
-
- WIRED FOR SOUND
- First of all, it is important to look
- at the specifications of the chip
- created by talented CBM engineer Bob
- Yannes. 3 separate channels of sound
- can play at once, giving depth & range.
- Each channels envelope (shape of the
- sound) & waveform (structure of the
- sound) can be set independently or,
- through the synchronisation & ring
- modulation registers, work together to
- create a new type of sound. There is
- also another feature, the filter, which
- can dramatically alter the tone &
- resonance of a sound. At the time it
- was only an option on expensive synth-
- esizers or through sound editing, but
- as we shall see there are drawbacks to
- its use.
- Finally, it is important to talk about
- sound output. From the start SID had an
- advantage the audio/video port on the
- 64 allows connection to exterior audio
- equipment or a monitor for better
- quality output. That same port also
- allows an exterior INPUT into the SID
- chip, which was uncommon at the time.
-
- SCALES
- The earliest form of SID music was a
- BASIC program. Notes were stored as
- DATA, read into an array & played back.
- Many of these programs used a frequency
- table to generate output, relying on
- mathematical properties of sound. This
- also meant the data could be entered in
- something approaching musical notation
- a note could be stored as C4, read back
- by the program & converted into numeric
- values that SID needed. There were many
- programs like this, transcribing famous
- music such as Rhapsody in Blue or
- classical works.
- CBM also worked on peripherals that
- allowed the user to make music the
- earliest being the Music Maker keyboard
- overlay. This plastic frame fitted over
- the computer keyboard & looked like a
- piano keyboard. Pressing the approp-
- riate key underneath. Later came the
- play-along albums, & the more advanced
- Sound Studio. The full-sized keyboard
- that came with the Music Expansion
- System (promoted by famous keyboard
- player Rick Wakeman) works with the
- Sound Expander cartridge & its built-in
- Yamaha FM chip. While the software was
- limited, the output was very high
- quality for the time.
-
- EFFECTS
- Another area the SID chip excelled in
- was generating sound effects. Early
- arcade games had relatively simple
- beeps, which developed into more real-
- istic noises by the time the 64 came
- along. The C64 could replicate them
- perfectly, & even improve on them. By
- combining different voices complicated
- sounds like sirens & ticking clocks
- were possible. One pertinent example is
- the game CHAMELEON by Martin Walker. As
- you play you will hear dripping water,
- roaring fires, ticking clocks & many
- other clever sounds. To start with,
- many programmers did everything music,
- code, graphics. Then a few talented
- individuals became famous for their
- music, & were employed solely on that
- basis. Years later,their names are
- still important Rob Hubbard, Martin
- Galway, David Whittaker & the late (and
- sadly missed) Richard Joseph.
-
- REGISTERS
- Of course, controlling SID was never
- easy. With 30 different registers
- (including the read-only settings) &
- many of them doing multiple tasks,
- there had to be an easier way.
- Machine code & the design of the 64
- offer an excellent way to reproduce
- music. Using the raster register, SID
- can be updated as fast as the TV screen
- (50 or 60Hz depending on the broadcast
- standard). So, the earliest musicians
- wrote their own player routines, enter-
- ing the note data in an assembler &
- playing it back, each frame of the
- screen update changing SID values. More
- complex sounds could be generated,
- leading to better tunes.
- The next step forward was a dedicated
- editor that allowed you to use the
- music it produced in your own programs
- Among the earliest was ELECTROSOUND,
- which changed the jargon. Instead of
- voices, we now had 3 tracks, just like
- a recording studio. Each tune was built
- up of sequences, allowing you to repeat
- sections of the tune. The only drawback
- was it used large amounts of memory.
-
- When the demo scene started in Europe,
- there was a need for more music. The
- fledgling Compunet network saw lots
- of demos featuring music ripped from
- games, but now people wanted to start
- composing their own. Along came
- utilities like FUTURE COMPOSER & JCH
- EDITOR, allowing more people to write
- their own tunes & to cover real music.
-
- SIDPLAYER
- Craig Chamberlain was also an
- important name for SID; in a book on
- programming from Computes Gazette he
- published the SIDPlayer format & the
- editor.Now it became easier for USA
- music fans to cover their favorite
- songs or compose their own music.
- Over time the format & the accompanying
- player application developed. At first
- you could read info on the tune & see
- the notes on a piano keyboard. Later
- players added options to see an
- accompanying picture, read the lyrics
- as the song played, & even hear the
- tune in stereo (with the addition of a
- second SID chip more on that later)
- SIDPlayer music is still used by the
- Loadstar disk magazine, & a large
- Internet archive of the tunes exists at
- www.c64music.co.uk.
-
- FREE SPEECH
- Another interesting development in the
- early years of the C64 was speech
- synthesis. CBMs Magic Voice & Currah
- Speech cartridge plugged into the
- expansion port & the audio/video port
- (remember I mentioned the external
- input) to allow programs to create
- speech. Words & phrases are broken down
- into phonemes, short groups of sound,
- & spoken by an artificial voice. The
- next step was software synthesis, with
- games like IMPOSSIBLE MISSION & BEACH
- HEAD II reciting memorable phrases such
- as Another visitor & Medic! Im hit
- There was also the fantastic GHOST-
- BUSTERS game by David Crane of Acti-
- vision, whith several speech samples &
- Sing-Along version of the Ray Parker
- Jr. theme tune that displayed the
- lyrics onscreen with a bouncing ball
-
- Then another technique became
- available. The new digital music format
- of compact discs gave programmers the
- idea to break sounds into bits of data.
- A rapid series of clicks & silences can
- then re-create sounds. This is samp-
- ling, & the CBM can do it too. CBMs
- own Sound Sampler, the high-quality
- Microvox unit & the Datel Sampler all
- allowed you to use a microphone or line
- input to sample sounds into memory &
- play them back. Typically only a few
- seconds could be captured due to the
- limited memory of the 64.
-
- ONE, TWO, THREE
- Of course, someone took it a step
- further. How about playing digitised
- sounds at the same time as SID music?
- Games that talk like I, BALL & SLIMEYS
- MINE have a lot of atmosphere generated from their funny samples. Then along
- came ROCKMONITOR, giving a 4th track
- for digitised sounds to play alongside
- a SID composition. And the conversion
- of arcade smash hit TURBO OUT RUN has
- 2 amazing tunes with digitised sounds,
- ranging from speech samples to scratch-
- ing records & all sorts of percussion.
- It was created by Maniacs of Noise,
- famous for their demo tunes & later
- work on many hit games.
-
- BACKGROUND MUSIC
- At first, demos just played the music.
- Later routines allowed music to fade in
- or out, so the demo faded in or out
- with it. Timing effects to music was
- also popular, from a simple graphic
- equaliser flashing in time with the 3
- channels, then on to larger movements
- of whole pictures. The game DELTA also
- added a new phenomenon MIX-E-LOAD a
- clever piece of software that allowed
- you to mix drum & music patterns while
- the main program loaded With the
- invention of the IRQ-loader, music
- could carry on while something was
- loading from disk. That also led to the
- development of the trackmo (track-demo)
- with its continuous effects. Epic
- pieces of music lasting many minutes
- were required, often in techno style.
-
- MIDI
- While the C64 did not contain a MIDI
- port like the Atari ST, interfaces
- soon appeared to take advantage. Prog-
- rams like the Advanced Music Studio can
- playback or record from a MIDI key-
- board, while more advanced software
- from companies like Steinberg turned
- the 64 into a basic recording studio.
- One drawback is that there is more than
- one type of interface available, & they
- are not compatible with each other or
- the software. One of the rarer items to
- look out for is Moog Sound Producer,
- which came with its own software & no
- less 4 MIDI OUT ports.
-
- THE SAME, BUT DIFFERENT
- In 1987, CBM introduced a new model the
- 64C. As well as changing the outer case
- (from the classic breadbox style to a
- sleeker off-white) there were differ-
- ences inside. Most dramatic was the SID
- chip no longer the 6581 SID but a newer
- 8580 model. There were also changes on
- the board, meaning you cannot put an
- old SID into a 64C & vice versa. Even
- the manual was different, missing sync
- & ring mod features.
-
- Most dramatic was the effect on
- samples. The new chip was quieter in
- that it suppressed voltage noise
- better. This meant that samples
- sounded very faint on the new chip, so
- you had to turn up the volume on your
- monitor/TV to hear them. (There are
- ways round this, including a technique
- called digiboost).The 128 has a similar
- problem, in that accessing multiple
- waveforms on the same voice can cause
- the channel to lock or sound at a very
- low volume.
-
- FILTERS
- This also brings us nicely to a disc-
- ussion on filters. A filter is a way of
- altering the sound passed thru it, &
- the 64 has 4 types.LOW PASS means
- anything below the set frequency is
- unaltered, above it is filtered. HIGH
- PASS does the opposite. BAND PASS
- accentuates a narrow range of freq-
- uencies, while combining LOW & HIGH
- PASS creates a NOTCH filter, passing
- only a narrow range of frequencies (the
- opposite of BAND PASS). The RESONANCE
- level affects filter strength.
-
- The trouble is, filters are different
- on every machine. As they are analogue
- rather than digital, effectiveness
- changes as the chip heats up. CBMs
- official line was that the chips could
- vary by as much as 20% between machines
- & that it was an acceptable margin to
- work within. Some games & demos allow
- you to alter the filter, or they detect
- which model of SID chip is being used &
- alter the soundtrack accordingly.
-
- EDITORS
- In time, editors became more complex
- with more commands. These included
- trackers like VOICETRACKER, the Dutch
- USA Teams MUSIC ASSEMBLER & the famous
- DEMO MUSIC CREATOR (DMC). As musicians
- stretched them, new & updated versions
- of these tools would regularly appear.
-
- The language of all the editors is
- similar. You create PRESETS or
- INSTRUMENTS or SOUNDS these are the
- collections of settings for the SID
- registers. Each of the 3 TRACKS is
- built up of SEQUENCES, which can be
- repeated or transposed. Each SEQUENCE
- is a series of COMMANDS (e.g. SND00 to
- change to SOUND 00, DUR08 for a note of
- duration 8 beats) & NOTES (D#4, C-4 &
- so on). Even today, new editors are
- being written. Recent additions include
- the PC based NINJA TRACKER & the
- excellent SID DUZZ IT (SDI).
-
- LIFE AFTER DEATH
- When the commercial life of the 64 came
- to a close, the music lived on. First
- came a clever Amiga demo featuring
- converted tunes. Then came SIDPlay, a
- utility for playing individual tunes.
- This was later ported to many different
- operating systems including PC, MACs &
- UNIX. Alternatives include SIDAmp plug-
- in for Winamp, & Deliplayer. Websites
- appeared devoted to music, composers &
- keeping the spirit of SID alive. Among
- the most successful is the HIGH VOLTAGE
- SIDCOLLECTION at www.hvsc.c64.org,
- which now contains over 30,000 SID
- files from games & demos. Working
- alongside the collection is the SID
- TUNE INFORMATION LIST (STIL), telling
- you more about each tune, the composer
- & identifying which tunes are covers
-
- There are also many fascinating bits of
- trivia contained in STIL, contributed
- by the composers themselves or the
- dedicated HVSC team, & most SID players
- will display the text as a tune plays.
- If you want to see what the composers
- look like, check out composers.c64.org
- for Peter Sandens archive of photo-
- graphs & choice of the best tunes. HVSC
- also links up with the incredible
- Gamebase collection, allowing you to
- play a SID from a game & see a picture
- of the composer.
- There are also devoted fans remixing &
- re-making their favourite SID tunes
- using new technology & musical equip.
- From straightforward covers to modern-
- sounding dance mixes with vocals to
- orchestral interpretations, there are
- remixes of every sort. REMIX64
- (www.remix64.com) & RKO( remix.kwed.org
- maintained by Jan Lund Thomsen)
- continue to be the showcase for amazing
- new takes on old SID tunes. (The recent
- controversy over producer Timberlakes
- use of a sampled 64 tune in a song for
- Nelly Furtado is an example of how the
- scene stays together, & how the out of
- date machine still influences music)
- You can even buy remix CDs, mainly
- thanks to the efforts of Chris Abbott.
- Chris used his experience in studio
- work to create BACK IN TIME, the first
- ever remix CD. More have followed,
- along with CDs published by Chris for
- other artists. Reyn Ouwehand, a famous
- composer himself, tackled Martin
- Galways famous tunes & more recently
- released his new album The Blithe, The
- Blend & The Bizarre. Instant Remedy
- made a CD of dance mixes, which sounds
- like a commercial dance album. Press
- Play on Tape, a group from Denmark,
- play SID music on guitars, keyboard &
- drums.
- The REMIX64 team created a 1980 themed
- CD (vol 1), remixing famous game tunes
- in the style of 80s composers like
- Vangelis & the Art of Noise, then
- followed it up with the orchestral
- splendour of volume 2 subtitled Into
- Eternity. The revamped 64 Audio website
- at www.c64audio.com sells many of these
- CDs, along with digital downloads &
- bonus tracks for those who purchase.
-
- One of the more unusual CDs was
- PROJECT GALWAY. This 2-CD set gathers
- together every tune created by Martin
- Galway, but it is not a remix album.
- Instead every track is a recording of
- the original tune playing on Martins
- own SID chip. As an added bonus there
- are some previously unheard tracks,
- such as the soundtrack to the
- unfinished STREET HAWK game by Ocean,
- recovered from the original source
- disks. The Digital Memories DVD
- contains footage of many classic demos
- along with a separate audio jukebox.
-
- And theres more. BACK IN TIME LIVE has
- been a series of events aimed at
- launching the new remix CDs & getting
- together the fans & composers. The 1st
- 2 events saw DJs mixing together SID
- dance music, the 3rd had live perform-
- ances from groups like Press Play on
- Tape, which included Ben Daglish join-
- ing them on flute for a rendition of
- his tunes. Famous composers like Martin
- Galway & Rob Hubbard, who both now work
- in the USA, flew back especially for
- the events. Heroes like Jon Hare of
- Sensible Software & Jeff Minter mingled
- with fans. The events also went inter-
- national, with Back in Time Live
- Germany & 2005s Retro Concert in
- Copenhagen. The latest event in London
- saw Reyn Ouwehand put on a masterful
- performance of live remixing as he
- played multiple instruments.
-
- MORE, MORE, MORE
- SID music does not stand still.
- Multiple speed players, where the
- sounds & notes are updated more than
- once a frame, allow better quality.
- Hardware experts worked out how to add
- a second SID chip using a different
- area of memory, giving you six voices
- instead of 3. This also led to the
- Stereo SID cartridge from CMD, which is
- unfortunately no longer available. But
- that didnt stop the development.
-
- The HardSID & QuattroSID boards for PC
- allow perfect reproduction of SID
- sounds through an emulator or SIDPlay.
- The SIDStation allows you to compose
- music via MIDI, & VSTi plug-ins like
- QuadraSID recreates the 8 bit sound.
-
- CMDs SuperCPU added another dimension
- to sound, with its DMA capabilities.
- With extra memory & speed the use of
- samples becomes easier & faster, & the
- amount that can be sampled increased.
- The game METAL DUST released through
- Protovision proves what is possible
- digitised music plus speech all playing
- while large amounts of graphics are
- moved around onscreen, thanks to the
- power of the SuperCPUs 20MHz proces-
- sor. With an IDE64 interface it is even
- possible to stream music from a CD &
- output it through SID.
-
- LIFE GOES ON
- As long as people are producing demos,
- games & diskmags for the 64, there will
- be musicians making music. As long as
- demo parties continue competitions for
- best music, there will be people trying
- to do something new & interesting with
- SID. As long as the remix community
- keeps expanding & broadening horizons,
- people will listen to the tunes & say,
- I remember that. As long as the
- Internet survives, there will be
- digital data that can be converted into
- melodies/sounds of SID. Its comforting.
-