64k synths
category: music [glöplog]
Virgill: Actually no, the frequency distribution of the bands is wildly guessed at best. Will try!
good lord, dat cables.....
Here´s another example what 64klang2 is capable of:
physical modeled trumpets, timpani, percussions, brasses and strings in different articulations. Granular synthesis used for the piano.
https://soundcloud.com/virgill/physical-symphony
next thing i gonna try is modal synthesis. :)
physical modeled trumpets, timpani, percussions, brasses and strings in different articulations. Granular synthesis used for the piano.
https://soundcloud.com/virgill/physical-symphony
next thing i gonna try is modal synthesis. :)
mind. blown.
question: How big is the songdata+player for something like that song?
nevermind, there is a link.
Virgill and Gopher, you fucking guys are insane :)
Virgill and Gopher, you fucking guys are insane :)
This is so tempting... where is the download for 64klang2? Please, don't try to convince us that this amazing tool is not yet finished enough!
I remember doing some simple "physically-based" flute synth based on P.R.Cook research for 64k back in the days - you could even "overblow" it, but I never got this far - great job!
tomkh. Yes, the slide flute algorithm is nice.. Basically it´s simple but getting the right parameters is not that easy ;)
Virgill: sure, so you basically use similar approach? i.e. a feedback loop with LP and delay controlled with note fequency (plus reed/mouthpiece model).
tomkh,yes ;)
Speaking of which, would be nice to do sound synthesis based on actual object interaction/collision in 4k or 64k intro, like in those siggraph papers, shouldn't be so hard I guess, i.e. a ball falling down a grate, something breaks apart or a hammer hits a cowbell in different places and makes slightly different sounds.
Quote:
Here´s another example what 64klang2 is capable of:
physical modeled trumpets, timpani, percussions, brasses and strings in different articulations. Granular synthesis used for the piano.
https://soundcloud.com/virgill/physical-symphony
omg! it's awesome
Quote:
question: How big is the songdata+player for something like that song?
the above .exe is packed with kkrunchy (asm07 i think).
the only size optimization from my side was skipping code from nodes that are not used at all.
optimization of the patch and song data as well as skipping node-internal unused code was not included there yet.
i just started with that just a couple of days ago.
the following current stats are from crinkler because it gives nicer and more reliable output than kkrunchy. if you dont count in the decompressor overhead i found crinkler and kkrunchy to be comparable in net packed size.
init/player code (optimized):
1200 bytes
synth code (almost optimized):
6930 bytes
patch data (optimized):
3550 bytes
song data (almost unoptimized):
5310 bytes
general synth data (unoptimized):
830 bytes
total:
17820 bytes
song data optimization is next on my list and there's probably 1k to gain there.
let's see :)
that's awesome!
the voices are the beginning, there are compressed samples right?
more physical modeling with 64klang2:
https://soundcloud.com/virgill/binary-rhapsody
https://soundcloud.com/virgill/binary-rhapsody
Why not simply give us 64klang2 once for all?
So many amazing examples and, still, never "finished for the public". It's been almost a year since "Computers are Gay" was released.
Will it be published for real? When? Come on!
So many amazing examples and, still, never "finished for the public". It's been almost a year since "Computers are Gay" was released.
Will it be published for real? When? Come on!
ham, it´s still work in progress ;)
At this rate its better off writing your own synth like everyone else.
maybe you should apply for beta-testing...
Nah, I should learn basic music composition and code my own synth. There is plenty of audio DSP info around and I really should learn the MIDI format.