PSG music and game performance

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Van hit9918

Prophet (2895)

afbeelding van hit9918

11-06-2017, 11:52

and yes keep the tunes 3 channels.
game fx shall just spill over it.
I think triloplayer is prepared for such ideas
there is sourcecode and maybe a separate call for the psg register updates
for modding what actualy goes to the soundchip, like switching to game fx

most awesome is to put things on the PSG sorted by volume
game fx get added more soft
the result can be as if the chip has more channels

Van PAC

Guardian (5732)

afbeelding van PAC

11-06-2017, 11:57

Great to see that a new musician comes to the MSX scene, maybe I should say is back again. I'm sure you will be able to use your compositions in a MSX product soon, there is demand for musicians. I see you are from Spain, feel free to visit the Spanish MRC side too. Nos vemos. Wink

Van Meits

Scribe (5895)

afbeelding van Meits

11-06-2017, 12:18

NYYRIKKI wrote:

Best way to get idea how much each player uses CPU time at different times is to patch the player routine so that it changes screen background color when it starts to handle music and then changes again when it finishes executing the play routines.

Windows offers a nice graph for CPU load. MSX can't do that (too easy) because the changing screenmodes. Maybe it could be a nice add to openMSX's infopanel to show a percentage.

gacaffe wrote:

The main problem with this is that it is very hard to make changes once you have changed the volumes and octaves.

You hit bulls-eye here. If one channel is full of volume changes and in the mix it turns out this channel should go up on volume a bit, you've to redo each and every volume event. Which makes me wonder. A master volume slider per channel could change a lot.
I'm (still) not a trilotacker (yet), but I'll do a feature request nevertheless Smile

Van hit9918

Prophet (2895)

afbeelding van hit9918

11-06-2017, 13:10

openmsx cant show cpu % because the MSX has no threads.
and the question is not cpu % but time taken by one function.
how shall a tool know what to measure

look rasterbars
https://www.youtube.com/watch?v=mFbvUKl3B28
the flashing, sometimes the bar is less fat
one can spot that within 20 milliseconds something was different!
sound players too got such hops

with some measuring tool one first would have to measure whether the tool is correct lol
change bordercolors is so easy and a direct measurement

Van Grauw

Ascended (9170)

afbeelding van Grauw

11-06-2017, 14:31

@gacaffe Really, really nice PSG tune! That kind of quality music would make any game shine.

Van Huey

Prophet (2651)

afbeelding van Huey

11-06-2017, 16:38

Hi,
This video show the aproximate cpu load for PSG replayer.
The purple bar represents the register updates. The blue and yellow are the music data processing.

Ignore the green bar. That is the screen update.

https://youtu.be/tI9gtbt9McE

Van ARTRAG

Enlighted (6398)

afbeelding van ARTRAG

11-06-2017, 17:14

Hi Huey, is the psg player the one on git here?

Van hit9918

Prophet (2895)

afbeelding van hit9918

11-06-2017, 18:39

cool video. no cpu time worry.

Van Huey

Prophet (2651)

afbeelding van Huey

12-06-2017, 14:20

ARTRAG wrote:

Hi Huey, is the psg player the one on git here?

Might be. I'm not really sure if it is up to date. But should be easy for me to make a PSG only replayer from the current re-player and music compiler.

The video only shows the PSG time used but actually the SCC processing is still done (look at the channel updates on the screen)

Van syn

Paragon (1968)

afbeelding van syn

15-06-2017, 09:36

Meits wrote:
gacaffe wrote:

The main problem with this is that it is very hard to make changes once you have changed the volumes and octaves.

You hit bulls-eye here. If one channel is full of volume changes and in the mix it turns out this channel should go up on volume a bit, you've to redo each and every volume event. Which makes me wonder. A master volume slider per channel could change a lot.
I'm (still) not a trilotacker (yet), but I'll do a feature request nevertheless Smile

Im not a pro either (only made 3 unfinished tunes, working on a 4th one lol) but the easiest way is to use the volume envelops as instrument volume "slider":

In the track/pattern itself I "max out" the volume (eg use as high as possible, make sure the loudest instruments are at volume F) and finetune volume settings in the individual envelops of the instruments (if it needs to be softer or louder just lower/up each step in the macro, if it is already maxed and it needs to be louder, just lower all other instruments Smile )

Usually in the instrument editor, for each instrument I set an absolute (_X) volume on the first macro step and then for the rest a relative one (-x or +x) so I only need to change the first volume step

gacaffe wrote:

A new song for PSG: https://youtu.be/oDgGsXCzbJ8

I still do not know much about instruments and drums, but having fun though.

Nothing much to know, just play around with macro in the instrument editor.
Hihats and snares are typically using Noise register only (so turn on the N but not the T in trilotracker) and toms and kicks short notes with fast tone deviations and volume changes (envelops). For PSG instruments also play around with volume envelops and tone deviations.

And most importantly read http://www.gr87.com/?page_id=905 it has a part on psg drums and study the instruments you are using.

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