At 12/12/12 02:18 PM, Nav wrote:
I was always under the impression that demoscene artists used trackers.
Writing music directly in C++ doesn't sound very convenient... Why would you choose that over trackers? I mean, sure, you'll gain a small performance and size increase, but is the increase in pain-in-the-ass really worth it? :S
size increaseExcuse me, I meant a decrease in size (which is good news).
Sorry, I didn't state out clearly what type of demo. Well, using the scener's perspective, as an example how code can contribute masterly and greatly in music.
If it's size restricted demo such as 96kb, 64kb, 4kb, even 1kb demo and 32kb or 16kb music executable, then real time coding for music is a must. If it's just normal compo (real time but no size restricted), by any mean of making music such as using DAW or crazy enough to do real time, then it's no problem for any type of music making tool.
C++ is actually the easy one. Some people even use Assembly languages for smaller demos. Often, sceners write a base program or synth to compose music, but instead of data (e.g music files), they render codes. Sometime they will program the music, from scratch. Example of transparently real time synth are:
= TinyFM8 - the guy who created this, literally, reverse engineered the real FM8, recreate just for code rendering. If you want to render codes, you need Renoise.
= 4klang - this synth is the state-of-art demotool. Coded in C++. Example of prods it used in, legendary 64k Uncovering Static and 4k Rudebox.
= V2 Synthesizer - another state-of-art synth. Coded by kb (or kebby), shook the whole PC scene in 2000, with real-time Half-Life like graphic in 64k, .the .product, the whole music : choir, drums, pads, lead, SFX.
= Quite's SamplePool - most transparent one. C++. Tracker based. 4k yes we can, as example.
Notice, all these synths above are smaller than 1 MB, and they are all as powerful as commercial synths. If you want to see rants about how it's all begun, this Pouet thread.
Some might not share their synth or secret freely, and most of us sceners are dying to see how the magic does in:
= 1 fucking Kilobyte Untraceable by TBC, included stunning music. I can't and never create stuff like this, with music.
= 4k Elevated by RGBA & TBC - stunning music and SFX.
= 64k Gaia Machina by Approximate - I guess they use DirectX for the sounds, maybe. Again, impossible for me or any of my crews to pull stuff like this.
For 32kb (or smaller) music, these are real time executables. There are several tricks, either use a tiny MOD player attaches with a MOD (very old, slightly newer I attach MO3 file), or render real time data with a tiny synth attached.
Example of musicians who do music-in-code:
= fr-028: brullwurfel by Farbrausch - whole player itself and music (11 songs) in 64 kilobytes. Impressive.
= Gargaj music - he's excellent at this. Example, Rude Awakening was in legendary 64k Chaos Theory demo. Commence/Collapse is a 17kb exe music.
= Punqtured - Og der var Ã¸repropper i infodesken, 16k. 32k music set, real instruments, he uses commercial synth Quiver, made by his group member.
:/ in the end of the day, these guys can pull out music and sounds as amazing as DAW users do. I spent my time well to write this, just to prove how code can contribute greatly to music. We demosceners are not wizards, we only create music in very special ways.