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INTRODUCTION
Clinkster is a software synthesizer (or synth, for short) designed for use in
extremely size-restricted executables, such a 4k intros. It has been under
development since 2008 and used in several 4k intros through the years. For
some background reading on the ideas behind it and its early history, refer
to the article from Zine #14 "Development Diary of Luminagia":
http://zine.bitfellas.org/article.php?zine=14&id=24
FEATURES
OVERVIEW
1. A VST instrument to use when composing the music. This can in principle be
used with any VSTi host, but the rest of the toolchain is designed to be
used with Renoise, so if you want to use your music in an executable, you
will need to make your music in Renoise.
PARAMETERS
The numbers in parentheses after the value of each parameter indicates the
byte value that will be used to represent that parameter value in the
executable version of the music. Using the same byte values across parameters
and across instruments generally leads to a more compact representation of the
music.
The sliders in Renoise have 101 different positions, and for most of the
parameters, these correspond to successive byte values. The exceptions are:
- B PitchD, M PitchD, IndexD, Attack, Decay, Release, Gain: One position for
every two values.
- B Pitch and M Pitch: 5 positions for every 12 values (one octave).
- RandomSeed: 128 values in total.
BaseWave, ModWave: Waveforms for the two oscillators. The ModWave modulates
the phase of the BaseWave.
B Detune, M Detune: Randomly varies the frequencies of the two oscillators
across layers and across the left and right channel.
B Pitch, M Pitch: Pitch the oscillator up or down relative to the played note.
B PitchD, M PitchD (pitch decay): Decay the pitch towards (or away from) the
played note.
Index: Strength of the phase modulation.
IndexSpr (index spread): Randomly varies the modulation strength across layers
and across the left and right channel.
IndexD (index decay): Decay the modulation strength towards (or away from)
zero.
Layers: Number of layers of sound to compute, with individual, random
variations controlled by the detune and index spread parameters. More
layers give a fatter, more chorus-like sound but also increases the
computational load of the instrument considerably.
RandomSeed: Seed used for the random variations across layers and channels.
Adjust this until you get a balanced, in-key sound.
Attack, Decay, Sustain, Release: Control the amplitude envelope of the sound.
Setting Sustain to a negative value creates a "double attack" where the
amplitude crosses zero during the decay.
Gain: Amplify the sound after the amplitude envelope and apply soft clipping.
Results in distorted or compressed sounds.
Also take a look at the included example instruments and example songs for
inspiration.
You can use per-note velocity, but no other in-track effect commands.
You can use any number of tracks and any number of note columns per track.
You can adjust the volume and panning of tracks using the Volume/Panning Track
DSP, the post-DSP volume/panning, the mixer and the master volume.
You can use the Delay effect (under Track DSPs) with these restrictions:
- The "L Feedb.", "R Feedb." and "Send" sliders must be at the same position.
- "Mute Src." must be off.
- No L/R Output Pan.
- If you use the Delay effect on multiple tracks, you must use the exact same
parameters on each track.
The VST is designed to run in one instance per instrument and supports
unlimited polyphony and unlimited reuse of instruments across tracks. Note
however, that if you play notes using the same instrument in multiple tracks
at the same time, Renoise will play the notes using a single VST instance and
output the result in the track in which the last note was triggered. This
works fine as long as the tracks use the same volume, panning and delay. If
this is not the case, you will need to use separate copies of the instrument
for each different track. Otherwise, you will get clicks and generally a
different result from what you expected.
In the pattern sequence matrix (available to the left of the pattern view),
you can mute individual tracks at specific positions. This muting is taken
into account by the converter.
The VST works with any sample rate. To match the sound produced by the player,
use a sample rate of 44100Hz. If your music is too computationally heavy for
your CPU to cope with, you can lighten the load by lowering the sample rate
while composing, though that will of course have a detrimental effect on the
sound quality.
During conversion, each note column in a track will become a separate track in
the converted music. If you use more than one instrument inside a single note
column, that column will be split by the converter into one track per
instrument. Also, if you have used the delay effect, all tracks using delay
will be put before the tracks not using delay.
The converter will print a list of the resulting tracks, along with the
original track / instrument combinations they correspond to.
For each track, it will print a list of tone / length / velocity combinations
used in that track, in the form NOTE/VELOCITY:LENGTH(NUMBER) or
NOTE:LENGTH(NUMBER). For instance, C-4/6A:4(32) means that C-4 notes with
velocity 6A (hex) and length 4 occur 32 times in the track. If the velocity is
omitted, it is 127 (7F hex - maximum). The number of different combinations
used in the track has influence on the size of the resulting music (as well as
its precalculation time), so this list can be useful as a guide for optimizing
your music to take up less space.
At the end, the converter prints a list of the optional features used in the
music. Each of these features has some cost in terms of the code size of the
player. The options are:
SINE, SAWTOOTH, SQUARE, PARABOLA, TRIANGLE, NOISE:
The corresponding waveform is used in some instrument.
VELOCITY: One or more notes have velocity less than 127.
LONG_NOTES: One or more notes are longer than 127 rows.
DELAY: The delay device is used.
PANNING: One or more tracks have non-center panning.
INDEXDECAY: Some instrument has IndexDecay different from 0.
GAIN: Some instrument has Gain different from 1.
FEEDBACK
ACKNOWLEDGEMENTS
Thanks to all the people who have tried out this synth (as musician and/or
coder) and given good feedback for its development: Bod, Bstrr, Curt Cool,
Eladamri, El Blanco, Farfar, Garfferen, Hardy, Lemmus, Loaderror, Maytz,
Neoman, Psycho, Punqtured, Response, Seven, TheT, Xerxes, and the ones I
have forgotten.