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Author Topic: PAULA MIDI SYNTH BOX Like SID BOX?  (Read 17082 times)

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Offline freqmax

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #44 on: October 11, 2013, 12:51:06 AM »
SID was an real good synthesizer and perhaps something Amiga missed. And Paula was perhaps just a D/A but it had DMA to add and beat the competition like 286 with single square oscillator...... ;)

Jay Miner knew his stuff and made good design decisions. That Commodore management lacked the insight to build a long feature on this platform is another story.
 

Offline magnetic

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #45 on: October 11, 2013, 01:01:39 AM »
Cool thread guys, I saw reference to Yamaha stuff so wanted to tell you guys I have one of these boxes "The Amiga Project XG"

Id also like to say that anyone here that is saying they can get the "amiga sound" through emulation on a pc is full of CRAP. They must be tone deaf. Sure you can "prove" it with technical theories and whatever else, but take it from me djng for over 20 years the Amiga Paula HAS A SUPER PHAT SOUND hook it up to a good mixer and speakers and feel the base. Perfect for electronic/hip hop. The low end bass is out of sight.

Quote
CU Amiga Magazine announces 'Project XG'

CU Amiga Magazine continues its proactive assault on bringing the best products and technology to the Amiga market, backing up its reputation as the World's Best Amiga Magazine.

Announcing Project XG, a DIY feature to build an 18-bit 48Khz external sound card based on the Yamaha DB50XG. It will cost under £130 pounds Sterling (GBP); a full parts list, suppliers and detailed instructions on construction will be provided. Even stylish artwork for the box is included!

Project XG will offer extremely high quality audio with real time DSP effects on any or all of the 32 instruments it can play at the same time. Project XG is a MIDI module with some 676 ultra high quality instruments and some 21 drum kits built in. The DSPs manage 11 types of Reverve, 11 types of Chorus and 42 types of Variation. The lack of being able to play custom samples is solved by mixing the Amiga's audio into that of the Yamaha's.

Whether full MIDI sequencing or straightforward playback of General MIDI and XG MIDI files is desired, Project X will cope better and sound better than any PC sound card in common use. To say the least.

Naturally the corresponding cover CD-ROM will be loaded to the brim with General MIDI and XG MIDI songs, MIDI sequencers and a wealth of other support software. It will also contain audio tracks to demonstrate the quality of the output compared to Amiga output. (A/B comparisons) CU Online will soon also host some MPEG Audio Layer III files.

CU Amiga Magazine hopes to aid the establishment of XG MIDI in Amiga software such as music applications, games and such forth. Initially with this economical DIY project and then following commercial efforts; Project XG is a campaign to bring this high quality audio standard to the Amiga. Project XG will put the Amiga back on the music map!

References: Yamaha's XG home page http://www.yamaha.co.uk
            Christian Bauer's GMPlay General MIDI and XG Player.
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Offline Amiga_Nut

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #46 on: October 11, 2013, 01:04:04 AM »
Amiga can do pretty nice sounding SID renditions (Per Hakan Sundell's C64 Demo for Amiga OCS and his SIDPlay app sound excellent...he also wrote C64S DOS emulator).

The problem with having a traditional soundchip is they have a distinct sound. The SID suffers a lot less from this than the Yamaha AY/YM Amstrad/Atari ST chips but designing tunes for games on Amiga you forget how spoilt you are when you then have to do the C64 version as well. All AY/YM tunes from the Amstrad/ST are instantly recognisable (as are the TI chips in Coleco/MSX machines too) but there are a lot of instances where the SID is not recognisable (compare the soundtrack to Rambo for example with the soundtrack to Sanxion's loading music to the electric guitar solo in the game Wizball. You can guess the author but the layman in the street would not know they are on the same computer).

Having said that SID is a genuine analogue synth on a chip and that is the key to why it is such an awesome piece of kit to design things for. If you look how much 1980 mono synths with similar technology cost you will not call a $20 6581 chip over priced ever again IMO :)

Biggest problem with SIDs IMO are that no two even from the same revision sound exactly the same ie two 6581 revision 3 chips may sound different even in the same machine...a subtle difference but with games that use complex filtering effects it can be noticeably different.

Any way if you really want to see what all the fuss is about you need to get a silver label original 1982 C64 with ceramic VIC-II chip and take it from there, later models of the C64 produce a much less basey sound which makes SFX in games sound a bit weedy lol

Avoid the white 64C with the 8580, totally useless machine unless all you want to do is run Cynthcart/Prophet 64 for basic music work.
 

Offline magnetic

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #47 on: October 11, 2013, 01:05:39 AM »
Im gonna say it again and this applies to SID as well. YOU CANNOT GET THE SAME SOUND OF THESE OLD SKOOL CHIPS WITH EMULATION. PERIOD END OF STORY. There are many factors to this.
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Offline freqmax

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #48 on: October 11, 2013, 01:12:48 AM »
That means there's more than plain D/A and standard analog filter. So could anyone describe what's special in technical terms?

(oh and what technically made C64 ceramic SID special would be interesting too)
 

Offline magnetic

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #49 on: October 11, 2013, 01:16:56 AM »
freqmax
thats just my point you arent go to justify it in "technical terms" its the Sound. Unique for both SID, and Paula. This is why musicians still use these things..
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Offline Amiga_Nut

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #50 on: October 11, 2013, 01:18:44 AM »
Quote from: magnetic;749761
Cool thread guys, I saw reference to Yamaha stuff so wanted to tell you guys I have one of these boxes "The Amiga Project XG"

Id also like to say that anyone here that is saying they can get the "amiga sound" through emulation on a pc is full of CRAP. They must be tone deaf. Sure you can "prove" it with technical theories and whatever else, but take it from me djng for over 20 years the Amiga Paula HAS A SUPER PHAT SOUND hook it up to a good mixer and speakers and feel the base. Perfect for electronic/hip hop. The low end bass is out of sight.


Not the same sound, BETTER sound using any old Win XP laptop costing $50 and a copy XMPlay. The only unusual thing about my setup is it's sitting in my home cinema and the music is sent digitally to the amp so it is the purest possible sound of what the MOD is supposed to sound like before the cheap ass components on the A500 motherboard destroy the quality even more.

People who think a real Amiga playing a MOD sounds as good as XMPlay on a PC are tone deaf (usually in the tones from about 8khz to 20khz deaf actually lol). Signal to noise ratio on a real Amiga is terrible, total harmonic distortion is about the same as a 1978 Alba/Binatone clock radio and the hard separation of channels 1,3 and 2,4 with no possibility for even 1% cross fading all go to making MODs sound worse on a real Amiga....and that's before you even talk about pre-amp tweaks to the frequency spectrum and smoothing of 8bit samples to pseudo 16bit samples (which is actually what the Ensoniq 8bit sample keyboards of the late 80s did...and as they were all designed by Bob Yannes the designer of the SID and the IIGS awesome synth chips you can bet your ass there is a good reason for this upscaling of 8bit samples).

A simple test is either the Level 1 music for Super Stardust or the intro on It Came from the Desert, play it on a real Amiga linked to the line input on the same amp and again on any old Win XP PC playing the same MODs attached to the same amp via a coax/TOSlink cable to the digital input line.

Emulation of the computer as a whole will never come close to the frame accurate code running on Daphne/Agnus I agree but MOD playback is something PCs were doing better since the start of the century with standalone players so Paula IS technically nothing special at all, only the creative talents of the people who used it well and the genius decision by Jay/RJ/Dave to stick a 4 channel DAC on the motherboard of Lorraine :)
 

Offline magnetic

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #51 on: October 11, 2013, 01:24:02 AM »
amiganut

I highly doubt that setup you describe is "better" than the original. The gritty dirty low end paula sound is the point not some bs pc hi res setup lmao Dont you understand the "low quality" amiga sound chips is what gives it the "sound" ?

i'm not talking about playing games, i'm talking about making music
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Offline nicholas

Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #52 on: October 11, 2013, 02:22:09 AM »
Quote from: Amiga_Nut;749770
Not the same sound, BETTER sound using any old Win XP laptop costing $50 and a copy XMPlay. The only unusual thing about my setup is it's sitting in my home cinema and the music is sent digitally to the amp so it is the purest possible sound of what the MOD is supposed to sound like before the cheap ass components on the A500 motherboard destroy the quality even more.

People who think a real Amiga playing a MOD sounds as good as XMPlay on a PC are tone deaf (usually in the tones from about 8khz to 20khz deaf actually lol). Signal to noise ratio on a real Amiga is terrible, total harmonic distortion is about the same as a 1978 Alba/Binatone clock radio and the hard separation of channels 1,3 and 2,4 with no possibility for even 1% cross fading all go to making MODs sound worse on a real Amiga....and that's before you even talk about pre-amp tweaks to the frequency spectrum and smoothing of 8bit samples to pseudo 16bit samples (which is actually what the Ensoniq 8bit sample keyboards of the late 80s did...and as they were all designed by Bob Yannes the designer of the SID and the IIGS awesome synth chips you can bet your ass there is a good reason for this upscaling of 8bit samples).

A simple test is either the Level 1 music for Super Stardust or the intro on It Came from the Desert, play it on a real Amiga linked to the line input on the same amp and again on any old Win XP PC playing the same MODs attached to the same amp via a coax/TOSlink cable to the digital input line.

Emulation of the computer as a whole will never come close to the frame accurate code running on Daphne/Agnus I agree but MOD playback is something PCs were doing better since the start of the century with standalone players so Paula IS technically nothing special at all, only the creative talents of the people who used it well and the genius decision by Jay/RJ/Dave to stick a 4 channel DAC on the motherboard of Lorraine :)

Play the Super Stardust Level 1 module with XMPlay then play it again with UADE and compare the difference. :)

Then play it on an A500 and hear the dirt that makes it all the more delightful. ;)
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Offline freqmax

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #53 on: October 11, 2013, 02:35:52 AM »
@Amiga_Nut, What did the ES5503 chip cost in 1986?

I think @magnetic is on the spot. It's the distortion that makes the music. It's not a bug, it's a feature.. as they say. It reminds of the VICE emulator for C64 implementing analog PAL distortion to make the colours look alright.

So the question becomes. What is the technical quantification of the distortion?

Perhaps someone could feed a digital test stream from a PC into the Amiga-Paula chip and sample the output with a precision A/D to measure the distortion.
 

Offline commodorejohn

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #54 on: October 11, 2013, 03:10:11 AM »
Quote from: magnetic;749761
Cool thread guys, I saw reference to Yamaha stuff so wanted to tell you guys I have one of these boxes "The Amiga Project XG"
Eh. Unfortunately, by the time Yamaha developed their XG standard, they'd gone entirely into ROMpler territory, playing the same sets of samples from ROM (downsampled to lower rates on the cheaper instruments) on basically everything, sacrificing pretty much any potential for sound creation in the name of "realism." Bleah. Their FM synths (or even their ROMpler/FM hybrid synths like the SY77) were much more interesting.

Quote from: Amiga_Nut;749763
Amiga can do pretty nice sounding SID renditions  (Per Hakan Sundell's C64 Demo for Amiga OCS and his SIDPlay app sound  excellent...he also wrote C64S DOS emulator).
The renditions I've heard on the Amiga are nice in the sense that  they sound good, but they're only kind of reminiscent of the SID, and  nothing you'd ever mistake for the real deal. Then again, I haven't kept  up on the Amiga side of SID emulation for a while...

Quote
The problem with having a traditional soundchip is they have a distinct sound.
Whether that's a problem or not largely depends on what you want out of  an audio device. If you want flawless reproduction of a pre-defined  sound, then yeah, you're not going to want a synthesizer chip - what  you'd want is the highest-quality DAC/aliasing filter combo you can get  and enough memory to store a good recording of the sound. But for those  of us who want an instrument, that's a silly complaint to make.  You wouldn't gripe if you bought an acoustic piano and found that it was  incapable of sounding like a Hammond organ; that would be silly. The AY  chips didn't suck because they had a distinct character, they sucked  because they were capable of exactly two kinds of sound (square waves  and noise,) and there's just only so much you can do with that.  Whereas the SID is much more capable, but still distinctive and full of  character.

Quote
Having said that SID is a genuine analogue synth on a chip and  that is the key to why it is such an awesome piece of kit to design  things for. If you look how much 1980 mono synths with similar  technology cost you will not call a $20 6581 chip over priced ever again  IMO :)
Well, I wouldn't stack the SID up against higher-priced monosynths - it  doesn't get quite the full organic, analog feel because its oscillators  are digital, the ring mod and oscillator sync are rather lackluster, and  the filter resonance doesn't even get close to self-oscillation.  (Though it has its own advantages - there's surprisingly few synths that  can do PWM with a center point other than pure square, or provide anything like  the noise + pulse combo waveform. It'd certainly be a lot closer contest  against single-oscillator budget monosynths like the SH-101, where it  could compete on sound and deliver polyphony.) But yeah, it is  pretty dang incredible how much Bob Yannes delivered in one little chip  for a low-cost home computer :)

Quote
Biggest problem with SIDs IMO are that no two even from the same  revision sound exactly the same ie two 6581 revision 3 chips may sound  different even in the same machine...a subtle difference but with games  that use complex filtering effects it can be noticeably  different.
Au contraire, that's part of the beauty of analog gear ;)

Quote from: Amiga_Nut;749770
Not the same sound, BETTER sound using any old  Win XP laptop costing $50 and a copy XMPlay. The only unusual thing  about my setup is it's sitting in my home cinema and the music is sent  digitally to the amp so it is the purest possible sound of what the MOD  is supposed to sound like before the cheap ass components on the A500  motherboard destroy the quality even more.
All depends on what you define as "better." A lot of us like that sound, however much it might make audio snobs shudder.

Quote from: freqmax;749766
That means there's more than plain D/A and  standard analog filter. So could anyone describe what's special in  technical terms?
"More than" a DAC and filter, no. But again, even a system with just a DAC and filter can have its own distinct character, because those components color the sound in their own ways. No electronic component, especially no analogue electronic component, is actually a mathematically ideal implementation of its nominal function. As has been noted, the Amiga's DACs aren't even close to linear - that's going to distort the output. Also, samples are fed in at varying rates and played back without interpolation, which means that any aliasing noise is going to come out at a different frequency, likely well within the range of human hearing, which is also going to color the sound.

And finally, there is not a single analog filter in existence that has a mathematically ideal, linear frequency roll-off. (Which virtually every emulator in existence gets wrong; even reSID was wrongly doing linear roll-off until very recently.) Even the cleaner filters have a curved roll-off, and a lot of them will have different ranges roll off at different curves. Additionally, real-world filters don't just attenuate frequency components, they change their phase relationships. All of this varies wildly from filter to filter, with the result that just about every design is at least subtly different. (A good place to go for further reading on this subject would be installments 4 and 5 of Gordon Reid's excellent Synth Secrets series for Sound on Sound. The man knows his stuff.)

So, really, even with a very simple DAC + filter system, there's any number of factors that can give a distinct character to the sound. It's probably not impossible to emulate them properly, but I don't know of an emulator that does. Many get things basically right, but I'm not surprised that folks like magnetic feel that only the real deal provides the same sound. It's complex.
« Last Edit: October 11, 2013, 03:14:10 AM by commodorejohn »
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Offline freqmax

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #55 on: October 11, 2013, 03:53:45 AM »
Alright so we have:
 * Aliasiing artifacts (high frequency and ringing?)
 * Non-linear frequency cut off
 * Different phase displacement per frequency

I guess one has to settle for a good enough simulation.
 

Offline commodorejohn

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #56 on: October 11, 2013, 03:59:39 AM »
Or use the real thing ;P
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Offline freqmax

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #57 on: October 11, 2013, 04:12:58 AM »
As long as there exist a real thing to begin with..

Designs usually survives the hardware ;)
 

Offline Linde

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #58 on: October 11, 2013, 08:10:47 AM »
Quote from: freqmax;749766
That means there's more than plain D/A and standard analog filter. So could anyone describe what's special in technical terms?

(oh and what technically made C64 ceramic SID special would be interesting too)


From http://sid.kubarth.com/articles/interview_bob_yannes.html:

Quote from: BOB YANNES
It's pretty brute-force, I didn't have time to be elegant. Each "voice" consisted of an Oscillator, a Waveform Generator, a Waveform Selector, a Waveform D/A converter, a Multiplying D/A converter for amplitude control and an Envelope Generator for modulation. The analog output of each voice could be sent through a Multimode Analog Filter or bypass the filter and a final Multiplying D/A converter provided overall manual volume control.

As I recall, the Oscillator is a 24-bit phase-accumulating design of which the lower 16-bits are programmable for pitch control. The output of the accumulator goes directly to a D/A converter through a waveform selector. Normally, the output of a phase-accumulating oscillator would be used as an address into memory which contained a wavetable, but SID had to be entirely self-contained and there was no room at all for a wavetable on the chip.

The Sawtooth waveform was created by sending the upper 12-bits of the accumulator to the 12-bit Waveform D/A.

The Triangle waveform was created by using the MSB of the accumulator to invert the remaining upper 11 accumulator bits using EXOR gates. These 11 bits were then left-shifted (throwing away the MSB) and sent to the Waveform D/A (so the resolution of the triangle waveform was half that of the sawtooth, but the amplitude and frequency were the same).

The Pulse waveform was created by sending the upper 12-bits of the accumulator to a 12-bit digital comparator. The output of the comparator was either a one or a zero. This single output was then sent to all 12 bits of the Waveform D/A.

The Noise waveform was created using a 23-bit pseudo-random sequence generator (i.e., a shift register with specific outputs fed back to the input through combinatorial logic).The shift register was clocked by one of the intermediate bits of the accumulator to keep the frequency content of the noise waveform relatively the same as the pitched waveforms. The upper 12-bits of the shift register were sent to the Waveform D/A.

Since all of the waveforms were just digital bits, the Waveform Selector consisted of multiplexers that selected which waveform bits would be sent to the Waveform D/A. The multiplexers were single transistors and did not provide a "lock-out", allowing combinations of the waveforms to be selected. The combination was actually a logical ANDing of the bits of each waveform, which produced unpredictable results, so I didn't encourage this, especially since it could lock up the pseudo-random sequence generator by filling it with zeroes.

The output of the Waveform D/A (which was an analog voltage at this point) was fed into the reference input of an 8-bit multiplying D/A, creating a DCA (digitally-controlled-amplifier). The digital control word which modulated the amplitude of the waveform came from the Envelope Generator.

The Envelope Generator was simply an 8-bit up/down counter which, when triggered by the Gate bit, counted from 0 to 255 at the Attack rate, from 255 down to the programmed Sustain value at the Decay rate, remained at the Sustain value until the Gate bit was cleared then counted down from the Sustain value to 0 at the Release rate.

A programmable frequency divider was used to set the various rates (unfortunately I don't remember how many bits the divider was, either 12 or 16 bits). A small look-up table translated the 16 register-programmable values to the appropriate number to load into the frequency divider. Depending on what state the Envelope Generator was in (i.e. ADS or R), the appropriate register would be selected and that number would be translated and loaded into the divider. Obviously it would have been better to have individual bit control of the divider which would have provided great resolution for each rate, however I did not have enough silicon area for a lot of register bits. Using this approach, I was able to cram a wide range of rates into 4 bits, allowing the ADSR to be defined in two bytes instead of eight. The actual numbers in the look-up table were arrived at subjectively by setting up typical patches on a Sequential Circuits Pro-1 and measuring the envelope times by ear (which is why the available rates seem strange)!

In order to more closely model the exponential decay of sounds, another look-up table on the output of the Envelope Generator would sequentially divide the clock to the Envelope Generator by two at specific counts in the Decay and Release cycles. This created a piece-wise linear approximation of an exponential. I was particularly happy how well this worked considering the simplicity of the circuitry. The Attack, however, was linear, but this sounded fine.

A digital comparator was used for the Sustain function. The upper four bits of the Up/Down counter were compared to the programmed Sustain value and would stop the clock to the Envelope Generator when the counter counted down to the Sustain value. This created 16 linearly spaced sustain levels without having to go through a look-up table translation between the 4-bit register value and the 8-bit Envelope Generator output. It also meant that sustain levels were adjustable in steps of 16. Again, more register bits would have provided higher resolution.

When the Gate bit was cleared, the clock would again be enabled, allowing the counter to count down to zero. Like an analog envelope generator, the SID Envelope Generator would track the Sustain level if it was changed to a lower value during the Sustain portion of the envelope, however, it would not count UP if the Sustain level were set higher.

The 8-bit output of the Envelope Generator was then sent to the Multiplying D/A converter to modulate the amplitude of the selected Oscillator Waveform (to be technically accurate, actually the waveform was modulating the output of the Envelope Generator, but the result is the same).

Hard Sync was accomplished by clearing the accumulator of an Oscillator based on the accumulator MSB of the previous oscillator.

Ring Modulation was accomplished by substituting the accumulator MSB of an oscillator in the EXOR function of the triangle waveform generator with the accumulator MSB of the previous oscillator. That is why the triangle waveform must be selected to use Ring Modulation.

The Filter was a classic multi-mode (state variable) VCF design. There was no way to create a variable transconductance amplifier in our NMOS process, so I simply used FETs as voltage-controlled resistors to control the cutoff frequency. An 11-bit D/A converter generates the control voltage for the FETs (it's actually a 12-bit D/A, but the LSB had no audible affect so I disconnected it!).

Filter resonance was controlled by a 4-bit weighted resistor ladder. Each bit would turn on one of the weighted resistors and allow a portion of the output to feed back to the input. The state-variable design provided simultaneous low-pass, band-pass and high-pass outputs. Analog switches selected which combination of outputs were sent to the final amplifier (a notch filter was created by enabling both the high and low-pass outputs simultaneously).

The filter is the worst part of SID because I could not create high-gain op-amps in NMOS, which were essential to a resonant filter. In addition, the resistance of the FETs varied considerably with processing, so different lots of SID chips had different cutoff frequency characteristics. I knew it wouldn't work very well, but it was better than nothing and I didn't have time to make it better.

Analog switches were also used to either route an Oscillator output through or around the filter to the final amplifier. The final amp was a 4-bit multiplying D/A converter which allowed the volume of the output signal to be controlled. By stopping an Oscillator, it was possible to apply a DC voltage to this D/A. Audio could then be created by having the microprocessor write the Final Volume register in real-time. Game programs often used this method to synthesize speech or play "sampled" sounds. An external audio input could also be mixed in at the final amp or processed through the filter.

The Modulation registers were probably never used since they could easily be simulated in software without having to give up a voice. For novice programmers they provided a way to create vibrato or filter sweeps without having to write much code (just read the value from the modulation register and write it back to the frequency register). These registers just give microprocessor access to the upper 8 bits of the instantaneous value of the waveform and envelope of Voice 3. Since you probably wouldn't want to hear the modulation source in the audio output, an analog switch was provided to turn off the audio output of Voice 3.
 

Offline Iggy

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Re: PAULA MIDI SYNTH BOX Like SID BOX?
« Reply #59 from previous page: October 11, 2013, 12:38:58 PM »
Quote from: Linde;749656
Fair enough, but my point is that to most C64 programmers, the CPU is more or less just a means to an end. The fun stuff is the VIC-II and the SID. The Amiga community seems to have been very CPU-centric, in comparison.

Well, the 68K was a pretty cool processor during a period when X86s were dreadful, and I've gotten a big kick out of the 6809 and the superset in the Hitachi 6309, but I must admit that with its video and sound capability the C64 would have been successful with just about any processor.

It was probably the only machine of its time that you could write good video games with using BASIC.

And while I've mentioned some MSX sound chips, I didn't really care for the Z-80 either.
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