Overloaded Music Player Tech Demo
- up to 16 soundchannels
- various soundmixers among which interpolated ones
- Sampled sounds and/or realtime synthesis instruments
- Sampled sounds can loop bidirectional
- Easy reuse of sampled sounds for small filesizes.
- Synthesised sounds can have upto 4 effect layers among which morphs/filters etc etc
- Multiple (sub) songs into 1 big song which all share the same instrument/sample bank.
- Small memory footprint due to synthetic sounds and sample reuse. (especially zipped)
The famous little synth song. Made entirely with synthetic instruments. Zipped only 3 kb.
Shows that songs can be really small using synthetic sounds but still sound good.
A small tune also made entirely of synthetic sounds. zipped only 8kb
Shows that player can emulate typical FM synthesis (yamaha DX7) type sounds.
A somewhat more substantial song. Zipped 96kb. Has sampled sounds (drums) and
synthesized sounds (the rest).
One of the largest songs. Has tons of lo-fi samples and some crisp synthetic sounds.
Shows the capability to have more than 1 subsong in the main song to save memspace.
Just a silly version of the pacman theme showing off that we really can't make any music. ;^)
- Some synthetic sounds are more costly than others. For instance, realtime filters are more processorpower intensive than say a simple pulsewidth modulation. Bearing this in mind, the composer can make his/her songs just so that it remains in the processor power usage the programmer had reserved for the music.
- We are starting soon to rewrite various partds of the sound engine to ARM assembly. This should give an expected increase of 200 - 300 % in performance.
- A quick way to boost performance now is to go to the settings menu and select a lower fequency output or even toggling mono mode rendering.