A fascinating nugget of synth history // Sample & Hold in Video Games (Patreon)
Content
Hello,
hope you're well and entering a nice period of rest and good times for the end of the year. All busy here across various things, plans for the new year, a possible end of year round up, videos due in the new year, re doing a patchbay and section of the studio, testing a new prototype of the next DivKid module ... the list (as ever) goes on. All good stuff I'm happy to report.
Here's a fun video that you may have already seen. It was part of the "13 Patches for Better Sample/Track and Hold" that I made for the limited edition Instruo tagh release. But having realised people have simply missed that video, or this section I wanted to cut it out and upload it standalone. As I think it's a fascinating part of synth history.
Jason from Instruo takes us through how only 3 numerical values needed storing in primitive video game sound synthesis methods to create a whole array of sound FX. You need to know the tuning of the oscillator you listen to, the tuning of the oscillator you sample and the rate at which you sample it. Job done. 3 numerical values, masses of sounds in a very data efficient way for the primitive technology that used it.
Share the video around and tell your friends they need more sample and hold in their lives! :) https://youtu.be/63KavxxCceE
As always, thank you for your continued support, it makes a huge difference.
REMINDERS
Featured Systems // is still open for submissions over in the Discord community. Go to that channel to submit and get involved for the new year if you'd like.
QOTD (question of the day) & WYR (would you rather) // suggestions are still open (as always) so get thinking of questions for the community discussions and suggest those in the appropriate Discord channel too.
LINKS
EXCLUSIVES // Videos Discounts Community DIY Docs
AFFILIATES // USE THESE TO SUPPORT ME WHILE YOU SHOP, it makes all the difference! PATCHWERKS PERFECT CIRCUIT CLOCKFACE THOMANN