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How to Make a 32-channel Paulapage  1 2 3 4 5 6 7 8 9 10 
Gunnar von Boehn
Germany
(Moderator)
Posts 5775
29 Jul 2009 07:33


Joe M wrote:

  Playback of long samples works well with the method you describe Gunnar, but for trackers which store entire samples in memory I think the 64K sample limit is obsolete.

Natami has a real huge chip memory.
This means you can off course store many mega-bytes long samples without any problem. Even storing 64 Megabyte long samples is no problem at all.

The tracker can tell the AUDIO DMA to play a 64k chunk of the sample - the tracker needs to update this DMA command regularly to play a long sample.
But a tracker does regularly update this information anyway, doesn't it?

A modplayer is called every vertical blank, this means its called every 1/50th second. It will then update the volume and the other directives for the audio DMA engine.
As long as the 64K length last for at least 1/50 of a second the 16bit length register is enough as the tracker will update this informations every vertical blank.

Does this make sense?

Rob Roede
Netherlands

Posts 23
29 Jul 2009 07:35


One Thousand wrote:

  For number 1, my opinion is best to go with having a DSP solution (e.g. using Robin) to do the mixing and effects.  This should give much more flexibility for what can be played.

I think using a DSP which has to realtime mix the 32 channels, it would need a lot of chipmem access doing that. That works fine in a soundblaster, but with all other components (CPU, Blitter, Copper etc) using this memory too, it can happen quite easy that the sound stops when the blitter is doing a heavy task.



Gunnar von Boehn
Germany
(Moderator)
Posts 5775
29 Jul 2009 07:39


Rob Roede wrote:

  I think using a DSP which has to realtime mix the 32 channels, it would need a lot of chipmem access doing that. That works fine in a soundblaster, but with all other components (CPU, Blitter, Copper etc) using this memory too, it can happen quite easy that the sound stops when the blitter is doing a heavy task.

This is only a question of memory access priorities.
Audio mixing does actually not need that many memory accesses.
A sample with 16bit and 44 KHz is only 88KB/sec.
This means mixing 32 of these samples needs to load 2.8 MB/sec.

With the Natami memory interface we are looking at several hundred MB/sec memory throughput. So reading 1-3 Mb/sec for mixing the AUDIO is not an issue at all.

Does this make sense?

Cheers


Rob Roede
Netherlands

Posts 23
29 Jul 2009 07:40


Gunnar,

I understand what you are writing, but isn't it some workaround to solve the limited sample length. We have some spare register positions I think at $0AE/$0BE/$0CE/$0DE which we could use this as the MSB part of the AUDIO-LENGTH.

But I agree it has not that high priority, because of the workaround.

Joe M
Norway

Posts 500
29 Jul 2009 07:46


Thanks for the explanation, Gunnar. Things are a bit clearer now :-) Seems you guys have thought of most things already ;-)

Joe M
Norway

Posts 500
29 Jul 2009 08:48


Rob Roede wrote:

I think option A is the better solution, expanding the same Amiga concept. Realtime mixing is more SoundBlaster style.

Like Rob, I think option "A" sounds to be the most promising because it follows the original Amiga philosophy. Imagine 8, 16 or 32 DMA driven sound channels! 8 would be sufficient, 16 would be
fantastic and 32 would be - WOW!

Whatever the Natami Team decides - it will probably turn out to be great.

Something I've always liked with the Amiga is that there is no playback delay when playing sound samples. I hope this will be just as good with the Natami. I've always dreamt of a sound tracker where the patterns scroll perfectly smooth and with absolute no sound delays. This was never a big problem with Amiga or MS-DOS based trackers, but was introduced in Windows. These days things work quite well in Windows if you only have good ASIO drivers and a fast PC.

I believe - and hope the Natami can be even better than ASIO and Windows in this regard.

Someone who has any thoughts on this?

Samuel D Crow
USA
(Natami Team)
Posts 1295
29 Jul 2009 13:23


@Joe M

The Robin core will have about 5 or 6 threads going all of the time.  These may be going at only 33-40 MHz or so due to the way that the multithreading is implemented, but it will be reading its instructions from the Fast bus rather than the Chip bus most of the time so the bus traffic on the Chip bus will make very little difference.  I'm not familiar with ASIO but I think the Robin core will be able to handle most if not all of our needs since its threads will collectively total 200 MHz.

Also, DMAs are more expensive than processor power so we should keep the maximum at the number of speakers needed for the best surround sound.  I think 8 channels plus hardware mixing will make all the necessary differences for excellent sound handling.  The 64k sample limit only affects mod players who don't support mixing.  Nowadays most mod players do support mixing anyway.  The AHI drivers will be coprocessed through the Robin core on the Natami so we have little if anything to worry about with regards to mixing.

Rob Roede
Netherlands

Posts 23
29 Jul 2009 23:31


What I don't understand is why there is so much discussion on if we should have multiple hardware audio channels or we should mix it realtime.
Offcourse we need 16/32 hardware audio channels, simply because it's 'Amiga'. It's the easiest, proven concept, and strait-forward. Just copy what's allready there.
And sure there are other ways to generate sound, but if you want to mix realtime, just hook in a soundblaster chipset and your done...
Adding a coprocessor to do special sound effects is optional and is a different discussion in my opinion.

Gunnar von Boehn
Germany
(Moderator)
Posts 5775
29 Jul 2009 23:57


Rob Roede wrote:

  Adding a coprocessor to do special sound effects is optional and is a different discussion in my opinion.
 

 
I think its not stupid but clever to discuss this option.  :-)
 
 
The truth is that cloning audio channels is no work at all.
"Copy & Paste" a few times and we have 128 channels, its not big deal. But of course copying Hardware cost money.
If each Audio channel does cost $2 FPGA space, then just copy pasting the channels will increase the board cost maybe unneeded.
 
The idea of having an programmable DSP for audio generation is nice. Your DSP (or lets call her Robin) could even do fancy stuff as MP3 playback in realtime for free.
 
I think real HW-channels only make sense to a certain point.
Maybe 8, 16, or 32. After a certain point the cost increase for the HW realestate is just not justified.
 
Each regular AMIGA audio channel does cost about 250 LE.
If you just copy paste them until you have 32 channels then this will costs a lot more than even the 050 CPU.
 
With some cleverness you could create an AUDIO-DMA-Engine which maybe costs one time in the range of 500-1000 LE plus 2KB CACHE per each 8 Channels. My private estimate for a 16 channels AUDIO Engine would then be 500-1000 LE + 4 KB.
This should be possible to do.
 
 
Cheers

Gunnar von Boehn
Germany
(Moderator)
Posts 5775
30 Jul 2009 00:09


Samuel D. Crow wrote:

The 64k sample limit only affects mod players who don't support mixing.

Actually I think the 64K limit is not a limit at all. :-)
When you do some GFX scrolling you update the screen every frame don't you?
On AMIGA you usually scroll my changing the plane pointer.
You change this pointer every vertical blank interrupt.

The same you do when you play audio.
You just scroll your Audio DMA pointer too.

Audio playback is basicly the same a GFX display.
The GFX DMA does also only display 1 picture per frame.

I think the 64K or 128K limit is only a imaginary limit not a real problem.

Also its in theory no big deal to increase the length counter to 24 or 32 bit.

I just don't think that its needed as 64K is always more than enough for a 1/50 second.

Cheers

Guillaume Michalakakos
France
(MX-Board Owner)
Posts 454
30 Jul 2009 11:09


Hello all,

I think it would be wery interesting to have an expansion port for Paula (if it's not incrase the price to much, of course).

Let me explain :

For most people having a 8 or 16 channels Paula with DSP will be very sufficient for game, music, video, etc etc

But for musicians having a local expansion slot on Paula with very-low latency would be very usefull. I think that make an audio module with midi and a few XLR (with good preamp) and perhaps more hardware audio channels for Paula on a little affordable FPGA would be possible and it will make a good solutions for musician without incrase the price of a "basic" natami for the others.

If the natami have some success (I hope and I think he will !) in the amiga market (and perhaps more), it is possible that a module like this would be product.

What do you think ?

Samuel D Crow
USA
(Natami Team)
Posts 1295
30 Jul 2009 16:47


@Michalakakos Guillaume

I think the team is planning on making both a video and audio passthrough for the Natami.  Whether it will be digital or analog remains to be seen however.

Rob Roede
Netherlands

Posts 23
31 Jul 2009 08:48


Another thing that worries me, is that the FPGA price seems to have the highest priority in the design. 'no, lets not do that, that takes too much FPGA space'
Offcourse you keep that in mind, but it shouldn't be the most important, the design itself should be.
Or am I a bit too negative here?

Ralph Eisermann
Germany

Posts 59
31 Jul 2009 11:09


The FPGA might chance, but I think another problem is that we should not try to build a kind of Neuschwanstein castle ;) ... At the end, because of his castle mania the bavarian king was brought to asylum and just before that, bavaria gave up its souveranity in order to get money from the prussians ;) While the 3D core is a necessity to fulfill our needs, the old Amiga was basically a 2D system with very limited 3D capabilities where the maths had to be done on the 68k which lacked the mathematical abilities. On the other hand, even the robin and 3D core is a very complex improvement, so for a V1.0 Natami could even be made without robin and 3DCore, but with full 32Bit and improved video/audio resolution. The other enhancements could follow when they are done. An other feature would be an Audio DSP... the Atarians want to recreate some kind of DSP56k, maybe this could be imported in the natami. This would reduce the workload of robin, who might be a busy girl ;) But this are all later stages, and the FPGAs will get bigger and better.

Team Chaos Leader
USA
(Moderator)
Posts 2094
31 Jul 2009 14:56


Amiga rules the music scene!

EXTERNAL LINK 
This is why NatAmi must be designed to keep the title of World's Best Music Machine!

Gunnar von Boehn
Germany
(Moderator)
Posts 5775
01 Aug 2009 09:18


Rob Roede wrote:

Another thing that worries me, is that the FPGA price seems to have the highest priority in the design. 'no, lets not do that, that takes too much FPGA space'
  Offcourse you keep that in mind, but it shouldn't be the most important, the design itself should be.
  Or am I a bit too negative here?

All of the Natami team have two hearts figthing in them.

On the one hand side we are designers and developers which want tp create the best possible design.
So this part of our soul wants to create a 256 voice audio DMA plus a Robin DSP core.

The other parts of us wants to again bring out an AMIGA to the public.
"To the public" implies also to be affortable by the public.
This part of us is telling us all the nasty comments like "don't do this, look for a cheaper solution - people can not afford a $5000 Natami.

So we have to be both "Designers" and also "Cost managers" ....

Jens Drößler
Germany

Posts 136
03 Aug 2009 22:05


As for us musicians in here, as I siad, having 8 seperate channels multiplexed on an ADAT optical output would be sufficient. You can find ADAT to analogue converters for 100 euros, giving you eight fully seperate output channels with reasonable quality or you can buy one converter for 2000 Euros, giving you absolutely superb high end studio quality, also eight channels. It's up to you then. And the price of implementing it should be cheap. Same goes for the other way around, an optical ADAT in, and all you have to do is buy an analogue to ADAT converter within your price range. I mean, come on people, do you really expect  ALL potential NatAmi users to pay for EIGHT highend DACs? I think a stereo consumer level DACs is sufficient for 99% of applications (that's comming from me, and I'm nuts for high quality sound!), PLUS an otpical SPDIF output (to connect to your highend external DAC or surround receiver/amplifier) which is switchable to ADAT output, and we are done in that matter! This should be a cheap solution, hardwarewise and financially.

A well programmed software mixer on a DSP-like processor (robin) will have very very low latencies AND as the software mixer will be running without bothering on his own "core", there will be no dropouts. I fail to see the problem. This solution is very amigaesque IMO.

If the samplelength is easy to change, I'd do it. Why bother the CPU with setting up the correct values for a continuous playback of long samples, when a single command would be sufficient? I mean, you have to find the right point of the sample, where the last scanline command left the sample to continue without hickups. I guess it's not hard to do, but you have to do it. If an easy and cheap change could get rid of that, why not?

Rafael Rafafredd
Brazil

Posts 21
27 Aug 2009 00:50


As I said in another thread, it would be much better if developers put efforts into poting something like USB alsa drivers and JACK and FFADO to the NATAMI / AOS3.9. This way, you would have a high number of options right away for professional audio on the NATAMI. just think about all the PCI, USB and firewire options we have available for LINUX nowadays. Not that it won't be hard, but maybe doalble, and I say MUCH MUCH better than adding something like ADAT I/Os to the NATAMI boards... I mean, something like that SHOULD be an option.

Marcel Verdaasdonk
Netherlands

Posts 3974
27 Aug 2009 07:24


Rafael, it's posible, however IMHO it shouldn't be the burden of the team to write the drivers for external components. ;)

Besides, i wouldn't consider it a Amiga style system without a full chipset.
the problem with the USB i think will be that it isn't realtime nomatter what you do.
I explained it to my boss one's and he found it more important to be able to 'Save to disk' then realtime measurements on a ociloscope.
(sorry for the typo's)

Evil Igel
Germany

Posts 154
27 Aug 2009 09:42


Michalakakos Guillaume wrote:

... But for musicians having a local expansion slot on Paula with very-low latency would be very usefull. I think that make an audio module with midi and a few XLR (with good preamp) and perhaps more hardware audio channels for Paula on a little affordable FPGA would be possible and it will make a good solutions for musician without incrase the price of a "basic" natami for the others.
 
 
  If the natami have some success (I hope and I think he will !) in the amiga market (and perhaps more), it is possible that a module like this would be product.
 
  What do you think ?

NOW we´re talking :-)
Among the discussions what the NATAMI can maybe provide for "non-AMIGA-fans" that no other cumputer can do (even a Quad-Core-PC) the idea of an latency-less XLR-Output for hardware mixing and recording would be a outstanding point!
We are recording our Demosongs on a PC too and cause we wanna have an good, well balanced and clear sound, we have to spend a lot of money for a quite good soundcard WITHOUT XLR-Output, but with latecy-preventing technology bei Steinberg (CuBase).
Otherwise we are strungle with the speed, proper connections and the abilities of that machine at all - and its not really an slow vintage-PC!

So this could be a corner without contenders for the NATAMI - if it would not raise the costs too much of course...

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