I agree. Take me to the spicy page.
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PostPosted: Thu Apr 20, 2017 11:09 pm 
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Joined: Tue Nov 18, 2014 4:57 am
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Some more info about the sound output by the Hall of Music. The drum samples are just one-offs with no modification, but the source note samples were carefully measured to represent anywhere between 1 and 8 wave cycles, depending on pitch. But they aren't just repeated verbatim.

My sound system wraps each note in an envelope. It's not a very noticeable envelope, but it is there: sharp attack rate, no decay, sustain is 100%, release is fast (but not as fast as attack). The output is also filtered using a simplest lowpass (every 3 samples averaged) to remove high harmonics. Chances are good that coarser emulation, like you'd find on archive.org, sounds way worse on your machine because it does none of this.

Also, beware the echo effect; it isn't as "pure" if you're straight-recording songs. I smooth out #PLAY audio by using a K40:0.3: code, which adds reverb. At least, I think it sounds better. Some people don't like it (K00:0.0: turns it off).

I can send you a ZIP of the original raw note samples if you want them.

PostPosted: Sat Apr 22, 2017 9:44 am 
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Joined: Thu Dec 22, 2016 4:26 pm
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OK. I'll do a bit of experimentation and see if I can get to a reasonable solution with what's available on your site; I may get back to you in a bit. I've little experience with dealing with audio in applications so I've set fairly modest goals. I was thinking about using OpenAL and 3D rendering the sound effects through that at one point, but with the amount of work left to do on other areas I've decided that'll have to wait to a later release version if it happens at all. Thanks though.

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