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Forums > C64 Composing > Sid ADSR problem / hardrestart
2006-07-18 21:32
stunt
Account closed

Registered: Jul 2006
Posts: 48
Sid ADSR problem / hardrestart

Hey guys,

I more or less understand the hardrestart thing,
but can anyone explain to me what the exact problem
with the ADSR is? So explain what the effect is when i dont
use hard restart.

Lots of thx.

The audioarts sidproject (hardware and software pimping of c64)s:

http://www.audioarts.nl/getNews.php?ID=19
 
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2006-07-22 11:44
Bamu®
Account closed

Registered: May 2005
Posts: 1332
*by the way*

@cadaver
Are there any HR/ADSR values that can prevent ADSR-Bugs? It seems that 0F00 (GT, Jch..) is the best, but what is with other values?
Ok, F800 is quite a good mix (IMHO F000 would sounds too hard), but the A/S value seems to have no audible function.

Ok, here some sceners that use different HR values:

0F00 : - (standard value of some editors)

FF00 : Jeff
0FF0 : Randall/Jammer
0F20 : GRG

FFF0 : maybe a mix of all is the best? :)
2006-07-22 14:28
stunt
Account closed

Registered: Jul 2006
Posts: 48
I think nata's question is interesting.
I notice that you guys seem to mock him sometimes,
(just new to this forum makes me wonder how he
did deverse that position:P), but i can relate to
nata's question very much.

Also i'd really like to see a table of different ADSR settings that bug/dont bug under different circumstances.
I hear peeps saying that it's different for each player/tracker, but as far as i know understand there's a
limited amount of adsrbug approaches, so why not create a table, that describes symptoms of adsrbug under all of them.
To me the different HRcircumstances are (please extend this list if it's not complete yet):

-no HR
-20 ms HR
-40 ms HR
-60 ms HR

Or correct me if i'm (once a gain) summarizing stuff in a way that's too simple :P

cul8rallig8rs

STunt - coder with a typically non-coder mindset
2006-07-22 17:34
cadaver

Registered: Feb 2002
Posts: 1154
@Nata: I would say that 0000, the hardest one, is theoretically best, as the internal counters are left counting the smallest possible cycle. Still there can be some bugs depending how the timing between playroutine's successive frames changes. Something worth trying is to always write last frame's buffered SID values at the beginning of the next frame.

@Stuntgitarist: there are as many timing possibilities as there are CPU cycles between the end of the last note and the beginning of the new :) Only you can tell how ADSRbugs will behave for you, when you test your own routine.

(something very educational would be to modify reSID to display its envelope generator value & internal counter value on each CPU cycle, then you see how even swapping some instructions around may have a different effect)
2006-07-22 18:23
Laxity

Registered: Aug 2005
Posts: 459
"And we're back in the loop again".. Yihaa! ;)
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