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- Path: sparky!uunet!mcsun!news.funet.fi!funic!sauna.cs.hut.fi!news.cs.hut.fi!oahvenla
- From: oahvenla@snakemail.hut.fi (Osma Ahvenlampi)
- Newsgroups: alt.sys.amiga.demos
- Subject: Re: Criti!
- Date: 12 Dec 92 18:28:05 GMT
- Organization: Helsinki University of Technology, Finland
- Lines: 58
- Distribution: inet
- Message-ID: <OAHVENLA.92Dec12202805@lk-hp-4.hut.fi>
- References: <Paul_Trauth.197y@agwbbs.new-orleans.LA.US>
- <1992Dec12.055946.20274@u.washington.edu>
- NNTP-Posting-Host: lk-hp-4.hut.fi
- In-reply-to: foregone@stein.u.washington.edu's message of Sat, 12 Dec 1992 05:59:46 GMT
-
- In article <1992Dec12.055946.20274@u.washington.edu> foregone@stein.u.washington.edu (Carl Chavez) writes:
-
- >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.
-
- Buy brains or something, will you? The clicks are made by altering the voltage
- level on the audio output. Apple has two levels, on and off, C64 has 16, Amiga
- has 256, nad CD players have 65536. The more levels, the better quality audio.
- Sample is a list of values signifying those level changes.
-
- >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!"
-
- Those were samples.
-
- >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:
-
- DMA is Direct Memory Access, which means that you can transfer memory without
- using CPU for it. Why bog down the processor with simple, but time-consuming
- things (you have to transfer at least 8000 values per second, to get anything
- listenable.. That's about phone line quality), when you could use it for
- something else?
-
- >I DARE YOU GUYS - MAKE A DEMO WITH MUSIC AND SOUND BUT WITHOUT ANY SAMPLES!
-
- On Amiga, that's impossible, because THE HARDWARE NEEDS SAMPLES TO PRODUCE
- SOUND. COULD YOU BEAT THAT INTO YOUR HEAD, LIKE THIS YEAR?
-
- >>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...
-
- Go away, and learn the basics of your computer before coming here and telling
- people to not use samples. Maybe you'd like to see awesome graphics with no
- display also?
- --
- Osma Ahvenlampi - oahvenla@snakemail.hut.fi * Workstation power for micro-
- All my opinions are not necessarily really mine * computer price: Amiga := FUN
-