In order to achieve that I'd need the Arpeggio Macro, the Volume macro and the Wave macro to be updated at 480hz only in channel 1 and only when that instrument is being played, but that's for just this one song, depending on the song I may wanna put a similar kick with or without the bass attached to it on channel 6, but that's just me, some different people might wanna do something completely different, but I'd imagine if they raised their frequency that high, they're probably not even thinking of playing anything in real hardware and probably just making a chiptune for the sake of making a chiptune...
Well, a quick test shows that the cost of running one channel's instrument macros at 480Hz bumps your test-tune from 5.1% of CPU time to 8.6% of CPU time. So just 3.5% more.
That's not a
huge deal, especially when compared to a
single 7KHz sample channel costing about 8.5% (+4% for each extra channel).
You could probably run 2 drum channels at a 240Hz update rate and come in at around 3% of CPU time ... i.e. perfectly game-usable, especially if it left a single sample channel for sound-effects.
Heck ... you might even use the technique on an extra channel to remove the need for some kinds of sampled SFX at all!