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Re: Release of DMS Drummer: A Percussion Sequencer for the Apple II



On Dec 6, 6:15 am, Michael J. Mahon <mjma...@aol.com> wrote:
> "Marc S. Ressl" <mre...@gmail.com> wrote:
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> > On Nov 30, 8:05 am, bloomer_au <bloo...@iprimus.com.au> wrote:
> >> On Nov 30, 5:46 pm, Michael J. Mahon <mjma...@aol.com> wrote:
>
> >>> "Michael J. Mahon" <mjma...@aol.com> wrote:
>
> >>>> With inspiration and musical mentoring provided by Seth Sternberger
> >>>> of _8-Bit Weapon_, I've impemented a percussion sequencer/synthesizer
> >>>> for the Apple II.
>
> >>>> It allows a user to create sequences as long as 255 patterns, where
> >>>> each pattern is one of a set of 16 musical measures. Within each of
> >>>> these patterns, any one of 8 percussive voices can be played at any
> >>>> 1/16th note boundary.  In addition, the "pitch" for playing back the
> >>>> percussion sample can be specified, which is useful for pitched drums,
> >>>> like tom-toms.
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> >>>> Like RT.SYNTH (which Seth also offers as DMS Synthesizer) DMS Drummer
> >>>> uses the DAC522 5-bit 22kHz pulse-width-modulation wavetable synthesizer
> >>>> engine, driven by a sequencer that runs in real time.  DAC522 represents
> >>>> "silence" as pairs of 6 cycle pulses spaced 46 cycles apart, regardless
> >>>> of whatever the code is doing--which subroutine it's calling or which
> >>>> branch path it's taking.  Executing "branchy" code while maintaining
> >>>> a constant stream of evenly spaced pulses is pretty tricky, but it must
> >>>> be done if the sequencer is to keep silent except for the desired
> >>>> sounds.
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> >>>> Seth is offering the full version on his website:
> >>>>    http://www.8bitweapon.com/store.htm
> >>>> for $15, but the demo version (downloadable both from my website
> >>>> and his) is free for you to play with!  It is limited to 8 distinct
> >>>> programmable patterns and the Save function is disabled.
>
> >>>> Listen to the sample song, created by Seth, on either of our websites
> >>>> to hear the realistic rhythm line that an 8-bit Apple II can produce!
> >>>> The melody and bass lines are being played on RT.SYNTH, so the only
> >>>> non-Apple II-produced sounds are the "explosions" (which could also
> >>>> have been played by SOUND.EDITOR on an Apple II!).
>
> >>>> -michael
>
> >>>> DMS Drummer for more rhythmic Apple II computing!
> >>>> Home page:  http://home.comcast.net/~mjmahon/
>
> >>>> "The wastebasket is our most important design
> >>>> tool--and it's seriously underused."
>
> >>> I should mention that many emulators do a pretty bad emulation of Apple
> >>> sound at 22kHz--I recommend a real Apple II, but with a good amplifier
> >>> attached. The "treble" should be turned down, since any frequencies above
> >>> 5kHz are just noise.
>
> >>> Headphones are also good, unless you are one of the people who can hear
> >>> 22kHz. ;-)
>
> >> ActiveGS (ergo KEGs) does the best job. There's a crackling, but the
> >> sounds are still clearly audible, vs Virtual II and Sweet16 in which
> >> they are awash with noise.
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> >> Obviously I look forward to hearing it on my IIGS, but it's down atm.
>
> >> When I listen to Seth's sample, the bass tone coincidentally sounds a
> >> ton like the bass synth in IIGS Music Studio.
>
> >> - Wade
>
> > ¿Have you tried AppleIIGo?http://code.google.com/p/appleiigo/
>
> > I am not supporting this project anymore, but the sound engine is
> > quite similar to the OpenEmulator one. I would love to hear your
> > comments on sound quality.
>
> No, I've not used AppleIIGo.
>
> I'll give it a try and report back.
>
> -michael - NadaNet 3.1 and AppleCrate II:http://home.comcast.net/~mjmahon

I forgot, try AppleIIGo rev. 154, because 301 has no sound support!

Marc.-