Kobo II: New ingame track!

It seems like I’m coming back up to speed a bit with the music, and I’ve also realized that literally typing music in as code isn’t really as awkward or backwards as it may seem at first. One gets used to expressing chords, melodies and rhythm figures as numbers, and one starts to get it right without trying all the alternatives. More interestingly, I actually feel closer to my ideas in some way, as if the plain numbers serve as an equalizer, putting anything that I can possibly imagine within reach, without bias.

I’ll probably write some kind of live ChipSound code editor with MIDI record facilities and some piano roll style editor later on, as that would be quite handy and speed up some of the more basic work – but other than that, I don’t really miss the world of Cubase clones much. Or maybe I’ve just lost my mind completely… Who cares, as long as it works!? :)

Anyway, before I return to damped spring physics, plasma power links and other weird stuff, I wanted to post a sample from one of the tracks I started working on during a surge of musical inspiration the other week. Not really sure what to make of this… Chip flavored EuroDance: EuroChip…!? :D (I have a bit of a background in that general area, so it’s not entirely random, actually.) Not really what I had in mind when I started working on this track, but it all seemed to make sense in some way, so I went with it.

Currently using it as the ingame track, as it’s at least less boring than the old placeholder, “Evil Noises”. Might keep it if people like it, and it fits the theme of some maps. What do you think?

Tools used:

  • ChipSound – oddball sound engine with realtime scripting
  • Kate – KDE code editor
  • Fatar SL-880 master keyboard – for jamming and dumping note numbers

Facts:

  • Song size: 4239 Bytes (LZMA compresed script source)
  • Engine size: 69 kB (64 bit .so for Linux; 27 kB compressed)
  • All sounds implemented with simple oscillators and realtime scripting
  • Waveforms used: Triangle, saw, square, sine, “SID” noise
  • Filters used: None! (Not yet implemented.)
  • Effects: Trivial stereo feedback delay applied to the master output
  • The song is all mono; only the master feedback delay is stereo

(Still the same engine and methods as the Title and Epilogue songs, that is.)

David

About Olofson

Founder of Olofson Arcade.
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