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- From: m92mmy@tdb.uu.se (Mattias Myrberg)
- Newsgroups: alt.sys.amiga.demos
- Subject: Re: Criti!
- Message-ID: <1992Dec12.100607.10787@tdb.uu.se>
- Date: 12 Dec 92 10:06:07 GMT
- References: <Fvf7s*VE0@prolix.apana.org.au>
- Organization: Dept. of Scientific Computing, Uppsala Univ.
- Lines: 38
- X-Newsreader: TIN [version 1.1 PL6]
-
- In article 1983 Andrew Clayton writes:
-
- >Not very sorry, not from the way it looks to me.
-
- >> 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.
-
- >SONIX and other music programs [hell, even Basic and Arexx] can
- >make sounds. You're confusing SAMPLING with CREATION. You can
- >get the Amiga hardware to generate tones, and then modulate those
- >tones.
-
- >> 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.
-
- >This is the easiest way to generate sound effects without having
- >to expend processor time on telling the hardware how to create
- >them from scratch.
-
- >Nothing to get all heated up about.
-
- I admit I'm no expert, and I've only tried the usual "put the adress to the
- sample in the right place, put volume, put period, put length -play it"
- If you by any means provide the data for the frequency, amplitude or
- how it is to be modulated by the hardware, then that's what I consider *sample*
-
- I know you can use one channel to modulate the frequencey or amplitude
- of another channel, but how does this work ? (I mean, do you automagically
- get a sinewave modulation out of no where ?)
-
- Who's getting heated up ? Not me, that's for sure.
-
- /Mattias
-
- _______ _________
- Mattias Myrberg Uppsala Univ.
-
- m92mmy@bellatrix.tdb.uu.se
-