I'm working on an app to let the DS be used as a (sound) synthesizer.
Initially, it will go along the lines of a classic subtractive synth, where you can select a waveform (sine, saw, square), a frequency, an ADSR envelope, a low-pass filter and a high-pass filter via some kind of (touchpen) interface, and trigger a note via a button.
There will be lots of extensions of course; multiple channels, MIDI triggering (internally; later via DSMI), Arpeggiator, LFOs, Noise, free-form wavetables. Even later I can add other forms of synthesis, although for now my medium-term goal is to make a "retro analog" style synth.
I'm already spending most of the time in that code on the ARM7 side of things.
Since a need has been declared to improve the current default ARM7 code, especially in the realm of sound, I would like to know whether any "synergies" can be found; whether it would make sense for me to keep a more general library use in mind.
For that I would have to know more about the ways in which the current model is deemed to be lacking for the anticipated use. For now it seems adequate for simple game-related stuff: triggering individual samples, the next free channel allocated, no PSG used, ...
What are the most pressing needs in the sound arena for libnds? More abstraction? More features?
arm7 sound code: what's missing?
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Re: arm7 sound code: what's missing?
Really all we need is streaming sound.
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