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63
The Lobby / Re: How big is yours?
« on: August 25, 2009, 23:58:48 »
I've lost most of my (huge) collection in a repartitioning accident about 2 years ago.
Rebuilding has been slow but steady, however the organization is so convoluted that I can only make a rough estimation. Probably around 1.5 gigs, if we're only counting modules.
My own stuff weighs in at about 650 Mb (both modules and streamed formats).
Rebuilding has been slow but steady, however the organization is so convoluted that I can only make a rough estimation. Probably around 1.5 gigs, if we're only counting modules.
My own stuff weighs in at about 650 Mb (both modules and streamed formats).
64
Protracker / Re: Protracker
« on: August 25, 2009, 23:50:39 »
You must've meant Impulse Tracker instead. Ah well, we all make typos from time to time
65
Demoparties, Events & Compos / Re: DP: TRSAC 2009 - Denmark (Oct. 16th-18th)
« on: August 22, 2009, 00:47:14 »
There's a pretty good chance that I'll attend
66
Demoparties, Events & Compos / Re: Evoke 2009 Demoparty
« on: August 04, 2009, 22:10:00 »
yes, that liveset was seriously awesome, just like the rest of the party
67
Tracking / Re: Questions about chiptune samples
« on: July 21, 2009, 02:29:35 »
First, for creating chip samples yourself, an easy way is using Milkytracker or Renoise or any other tracker that has sample drawing features. These allow you to hand-draw your own custom waveforms. Save these samples and you're able to use them in any other program.
As for your second question, it really depends on what kind of sound you want to achieve. Simple waveforms, such as squares, triangles, sines, etc. make excellent chiptune samples. Here you would indeed use a single looped wave. This obviously doesn't hold true if you want to incorporate more complex sounds (such as drums), or modulated or filtersweeped waves (essential if you'd like a C64/SID-like sound, for example).
There's even an easier way out, and that's borrowing samples from other people's tunes. That might sound nasty, but most composers don't mind, as long as you credit them inside your module.
Hope this helps
As for your second question, it really depends on what kind of sound you want to achieve. Simple waveforms, such as squares, triangles, sines, etc. make excellent chiptune samples. Here you would indeed use a single looped wave. This obviously doesn't hold true if you want to incorporate more complex sounds (such as drums), or modulated or filtersweeped waves (essential if you'd like a C64/SID-like sound, for example).
There's even an easier way out, and that's borrowing samples from other people's tunes. That might sound nasty, but most composers don't mind, as long as you credit them inside your module.
Hope this helps
68
Website News Archive / Re: Upcoming Demoparties
« on: July 18, 2009, 21:05:36 »Yay, I will most likely be at Evoke 2009! Who's going?
I deny everything.
70
Demoparties, Events & Compos / Re: OUTLINE!
« on: May 20, 2009, 23:16:14 »
Yeah, it's gonna rock!