>
>
> Hi Atte,
>
> > Very, very nice!
>
> Thanks :)
>
> > I've only worked a bit with trackers, but I'm wondering how much you're
> > affecting the songs at performance? I guess it's not "just" playback,
> > but could you tell a bit about what realtime control you do?
>
>
> The control you have live is at the moment mainly related to re-sequencing.
> You have to remember this is running on a game console like this:
>
>
http://images.gamedev.net/features/reviews/gp2x/image009.jpg
>
> So there's definetly no real time 'playing' possible. But unlike traditional
> trackers, the 8 channels are not sync'ed so you can have fun
> de/re-structuring at will, depending on your mood. see it a bit like the
> clip based structure of ableton live. You can trigger/mute/solo any channel
> at any given time. I personally like some kind of structure so I do have a
> pretty 'hardwired' song scheme where I can more repeat sections at will
> rather than re-shuffle the whole thing.
>
> Soundwise, you can also affect the result while it's playing but depending
> whether or not you used a lot of command (that's how tracker do their
> 'synthesis') you might have a limited amount of option (obviously, if you
> 'automate' the filter to get some grain, you won't be able to tweak it
> live). I still haven't coded channel/master FX and that will give a lot more
> freedom in altering the 'sound' during live performance. Obviously, with the
> limited amount of button, playing live melodies is always going to be an
> issue but I even hope to find a workaround for that.
>
> Although still in its infancy (It's only 3 years old and I probably have for
> about two years of coding only with the feature set I have in mind at the
> moment) , it does allow quite a lot of sonic flexibility and in my
> (father's) eyes, nothing beats it for being able to compose music at any
> time, any place :)
>