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- Newsgroups: alt.sys.amiga.demos
- Path: sparky!uunet!wupost!usc!rpi!usenet.coe.montana.edu!news.u.washington.edu!stein.u.washington.edu!foregone
- From: foregone@stein.u.washington.edu (Carl Chavez)
- Subject: Re: Criti!
- Message-ID: <1992Dec12.055946.20274@u.washington.edu>
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington, Seattle
- References: <Paul_Trauth.197y@agwbbs.new-orleans.LA.US>
- Date: Sat, 12 Dec 1992 05:59:46 GMT
- Lines: 74
-
- In article <Paul_Trauth.197y@agwbbs.new-orleans.LA.US> Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth) writes:
- >In a message dated Fri 11 Dec 92 6:32, Foregone@stein.u.washington.edu (ca
- >wrote:
- >
- >>Sampled means taken from a source, wheather you manage to get the
- >>numbers flowing out of your head or sample a record doesn't matter.
- >>
- >>To get SOUND out of the Amiga you HAVE to have SAMPLES, be it
- >>a 10 Mb sample from your last birthday or a 4 word square-wave.
- >
- > F> No doubt I will be flamed by some high-and-mighty programmer who
- > F> thinks that
- > F> this newsgroup is only for demo writers, BUT....
- >It's not. It's for people interested in demos.
-
- I know, that's why I get angry when they attack us poor defenseless demo
- fans...:)
-
- >
- > F> How come an Amiga MUST have samples? I find it incredible that a
- > F> computer
- > F> in this day and age is incapable of creating sounds in other ways.
- > F> After all,
- > F> even ancient computers created sound simply by changing the frequency
- > F> of
- > F> clicks created by electrical activity! (Example: Apple II music and
- > F> speech)
- >
- >
- >This is how the Amiga's samples are done. Didn't you ever hear horrid 1-bit
- >samples on the Apple? Or cheesy 4-bit samples on the C64? The main
- >difference is that the Amiga has DMA-driven sample-oriented hardware.
-
- I don't know what that means. I assume it means that Amigas use samples
- instead of lots and lots of clicks to create sound. That has been established;
- I'm merely saying that it IS possible to use non-sample sound on an Amiga,
- but it's EXTREMELY difficult.
-
- By the way, there were many programs for the Apple that used incredible
- programming tricks to make great sounds. Remember the old game Seadragon?
- Using ONLY clicks, it simulated the following sentences:
-
- "SEEEEEEEEEAAA DRAGON!"
- "Captain, the ship's computer is now ready. Please wait while I initialize
- systems."
- "Approaching maximum (pirate copy I have [I'm sorry!] garbles rest)"
- "Approaching Dragon Room! Destroy all bricks to free Dragon! Do NOT SHOOT
- Dragon!"
-
- This blew me away when I first saw this in 1981-1982. No special hardware;
- no special DMA-sample-thingamajig stuff. Just real good programming. Now
- if demo writers keep saying that they want to challenge themselves by
- creating technically impressive demos, then I have a REAL challenge:
-
- I DARE YOU GUYS - MAKE A DEMO WITH MUSIC AND SOUND BUT WITHOUT ANY SAMPLES!
-
- >
- >And this is samples as opposed to hardware-level synth: you CAN do
- >synthesized sounds on the Amiga, but you have to essentially create a
- >sample mathematically and play it. There is nothing equivalant to, say, the
- >C64's SID chip in the Amy. (Though there IS a SID emulator, it works by
- >creating chunks of sounds and playing 'em.)
- >
- >And you can do sound manually, too, like you had to do on older machines,
- >but there's really no reason to do so most of the time.
- >
-
- Well, there are some reasons...like making programing challenges and stuff...
-
- :)
-
- (Where's my fire extinguisher?)
-
-
-