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View Full Version : C++ Frequency Modulation Synthesis Algorithms - GameDev.net



RetromanIE
05-09-2015, 15:24
<table border="0" cellpadding="2" cellspacing="7" style="vertical-align:top;"><tr><td width="80" align="center" valign="top"><font style="font-size:85%;font-family:arial,sans-serif"><a href="http://news.google.com/news/url?sa=t&fd=R&ct2=en_ie&usg=AFQjCNGrmLfxXLpkzlKPFSnt5RycaamjnQ&clid=c3a7d30bb8a4878e06b80cf16b898331&ei=MgnrVfGnLIj4avLTtOgN&url=http://www.gamedev.net/topic/671533-c-frequency-modulation-synthesis-algorithms/"><img src="//t1.gstatic.com/images?q=tbn:ANd9GcQWPfTrzL_kPBGkXM1OyIpHXqP2lwWSO Sx6wdxtvj-V4-cUMmUJks7k3WaaKQiQn2uWUR_otL0" alt="" border="1" width="80" height="80"><br><font size="-2">GameDev.net</font></a></font></td><td valign="top" class="j"><font style="font-size:85%;font-family:arial,sans-serif"><br><div style="padding-top:0.8em;"><img alt="" height="1" width="1"></div><div class="lh"><a href="http://news.google.com/news/url?sa=t&fd=R&ct2=en_ie&usg=AFQjCNGrmLfxXLpkzlKPFSnt5RycaamjnQ&clid=c3a7d30bb8a4878e06b80cf16b898331&ei=MgnrVfGnLIj4avLTtOgN&url=http://www.gamedev.net/topic/671533-c-frequency-modulation-synthesis-algorithms/"><b>C++ Frequency Modulation Synthesis Algorithms</b></a><br><font size="-1"><b><font color="#6f6f6f">GameDev.net</font></b></font><br><font size="-1">Anyway, I am working on a real-time audio synthesis library in C++ styled upon sound chips of the 16-bit video game console era (Sega Genesis/Mega Drive, <b>Neo Geo</b>, etc.). I have a preference for the audio synthesis philosophy and methodology of Yamaha,&nbsp;...</font><br><font size="-1" class="p"></font><br><font class="p" size="-1"><a class="p" href="http://news.google.ie/news/more?ncl=d3dBc74y_oMqtyM&authuser=0&ned=en_ie"><nobr><b></b></nobr></a></font></div></font></td></tr></table>

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