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MUS_GRDN

🕑 Added 2018-04-30 10:35:52 +0000 UTC
MUS_GRDN

Comments

msx

as in, lacking anti-aliasing/filtering. when a sample is played back at a rate lower than the output, it needs to be anti-aliased or filtered to reduce the aliasing. it's hard to describe exactly what aliasing sounds like, as it sounds different at different frequencies, but it's kind of hissy. if you've ever heard a bitcrusher, it's like that, although bitcrushers alias the entire track to a single frequency and do not change frequency with the different notes etc like what would happen with tracker music.

I like the classic jungle sounds in this, excellent work :)

Sidetune

Thanks! What do you mean by "aliased samples"?

msx

a lot of my tracks clip intentionally because i like the sound, and some sounds can clip safely, especially sounds where the samples are all aliased like this. for this game project i gave myself a specification of 12 PCM channels, 8 bit samples (oops, forgot to reduce one from 16 in this tune!), 32khz max sample rate, and a total of 256kb of virtual "sound ram" per track.

Sidetune

Really cool track! I love what you did with the "shade" sample. If you don't mind me asking, how and why do you try to keep the smallest size possible? And also, is it ok if the volume bar reaches the top? Doesn't it mean it's clipping?


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