algorithm information 172 glöps
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- first name: Naveed
- last name: Khugiani
- demo Commodore 64 Introducing Audio VQ - Amadeus by Algotech
- The gp2x would not have any issues in decoding considering that it can be done on a 1mhz c64. However for higher quality I would recommend other decoding methods which would be doable on a gp2x but not a c64.
- isokadded on the 2011-12-03 20:44:38
- demo Commodore 64 Introducing Audio VQ - Amadeus by Algotech
- Unfortunately the audio noise (that sometimes occurs) when the demo is run is a bug of the program itself and not the emulator. NMI occurs every 2 raster lines, but it does not always start from the beginning of the rasterline which causes distortion. Will fix it in future production (which will hopefully feature 16:1 compression at the same quality :-) The logo should have also had each even frame shifted one pixel right for hires effect. aaargh.
- isokadded on the 2011-12-01 11:40:18
- demo Commodore 64 Introducing Audio VQ - Amadeus by Algotech
- The memory sequencer is very straightforward and just pulls out the required data and feeds it through. Disk loading based sequencer would require more planning with the audio in regards to buffers. but certainly doable. All this would be done without any drive code or info written to tracks on the disk. I may at some point release my pc based encoder (which can also be used for other machines)
- isokadded on the 2011-12-01 00:11:19
- demo Commodore 64 Introducing Audio VQ - Amadeus by Algotech
- The demo does not run well with Vice. (it freezes and distorts the audio whenever the next audio section has started loading. I would recommend either Hoxs64 or a real C64. As with all demo's which use the 8 bit technique, The minimum of Resid-FP is required for Vice. Hoxs64 works without any issue. Had a look at the scenesat radio link but it is over two hours long. Can you give me the area when the audio starts.
I have created a in memory sequencer which can sequence audio sections (and decompress these on the fly) Doing this while loading is on the agenda as well :-) - isokadded on the 2011-11-30 11:03:33
- demo Commodore 64 Introducing Audio VQ - Amadeus by Algotech
- After the Just Dance demonstration, some people had asked whether it was a possibility to stream and decompress at twice the sample rate. This demonstration shows the possibility of this. Sample rate is at approx 7.812 and there are no interpolation tricks (eg half sample rate data) I have used another one of my audio encoders to compress the data for this demonstration.
The compression method for the audio is based on Vector quantisation where segments of extremely small chunks of audio are analysed and the 'best few' which would represent the entire audio are kept.
256 'optimum' waveforms are selected and then modified using clustering. I have quoted the word optimum as the encoder can still be improved immensely.
Krills loader just about manages to keep up with the decompression. Comments and critisisms welcome. I would like to see whether the streaming works well for most drives.
There is a known bug where the audio sounds distorted when running the demo sometimes (should have fixed it) But 3am in the morning and work in a few hours... - isokadded on the 2011-11-30 04:17:56
- demo Commodore 64 Just Dance 64 by Algotech
- CSAM V3 works via applying (optional) motion static removal which keeps the next 8x8 block identical if changes are below a certain threshold. this will help with the pre-packing. The next major stage is the pairing of the most identical 8x8 blocks until there are only 256 blocks from the many thousands. Then the clustering is applied where each 8x8 block from the entire animation is clustered together with the most closest match in the 256 charblocks.
The pre-compression stores 8 consecutive identical charblocks in the next frames in 1 bit. if there is any action in the 8 byte sequence, this is compressed further via bit based rle. (This is bugged in CSAM V3) I have fixed the delta compression and may release it at some time.
This compressed data can be compressed further.
On average it purely depends on the video contents. Simple based images (such as full screen shadow dancers etc) would be compressed to around 100 bytes per frame or so. (around 1k a second if updating at 10 frames) - isokadded on the 2011-11-26 15:24:09
- demo Commodore 64 Just Dance 64 by Algotech
- From what i have read, State of the art was vector traced by hand, and a tool was developed for creating the vector points for nine fingers. Seen your demo 'pure' very original and i love the vector dancers. Have a look at my 'Algodancer 2' demo for some video decoding. I have also developed a tool for converting to this format (CSAM V3) at CSDB
- isokadded on the 2011-11-25 01:47:54
- demo Commodore 64 Just Dance 64 by Algotech
- May see something earlier than that. Yes not many demo's which utilise the vector polygons for imagery. Two that stand in mind are the two demo's from Spaceballs on Amiga. State of the Art and Nine Fingers. Where i believe each image was converted into three bitplanes and vector traced manually (nine fingers) with the previous demo (state of the art) manually traced by hand.
- isokadded on the 2011-11-24 22:42:19
- demo Commodore 64 Just Dance 64 by Algotech
- There is still ample processing time left. However there are better and more efficient alternatives for video display instead of using polygons on the c64. I have already created some type of pattern sequencer based on this type of audio compression.
Audio quality can be improved immensely utilising interpolation as well as creating more prediction steps in the encoder (which would not require any change in the decoder at all) or to use smaller audio chunks and encode optimum step sizes for these (halving the block size would only increase each compressed buffer filesize - around 8k originally by 240 bytes) - isokadded on the 2011-11-24 21:21:30
- demo Commodore 64 Just Dance 64 by Algotech
- Try the youtube link created on real hardware by lemming here..
http://www.youtube.com/watch?v=gweMviVlDUU
The reason for the whistling noise i assume must be due to the inaccuracy of the emulator. Running the demo also in Hoxs64 and the WinVice 2.3 Sc build works fine with no background hum.
There are plenty of raster lines left (even including the streaming and video decode+it can be optimised further :-)
- isokadded on the 2011-11-24 18:59:38
account created on the 2011-01-25 21:59:22
