Author Topic: BGM in Axe?  (Read 7571 times)

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Offline Raylin

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BGM in Axe?
« on: June 28, 2010, 07:36:06 pm »
Is it possible to play BGM music in Axe if the following were true:

*If there was an AppVar that acted like a filetype and the bytes for the sound frequencies were stored inside.
*If it was played as frequently as an interrupt.

Comment and tell me what you think.
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Offline Quigibo

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Re: BGM in Axe?
« Reply #1 on: June 28, 2010, 09:15:10 pm »
Funny you mention that.  I was playing around with that as an idea for my example program, but I realized I need my note constants becasue its too tedious to type in the note values manually.  There is something you have to realize however; The interrupts trigger more rapidly then you might think.  According to WikiTI, at their slowest speed, the interrupts trigger around 100 times a second and at the fastest speed its closer to 1000 times a second!  Your typical 16th note is 8 beats per second so you can see the problem that arises.

What you have to do is have the interrupt use a decreasing counter which only plays a note when the counter reaches 0.  Then, you have to reset the timer to a next wait time, which should be part of your note data.  This strategy works very well, I was able to get BGM into my games with no appreciable slow down at all.  So to answer your question, yes, it is very possible, I've done it.
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Offline Raylin

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Re: BGM in Axe?
« Reply #2 on: June 28, 2010, 09:47:31 pm »
Also, is it possible to play multiple notes at once? o.o
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Offline FinaleTI

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Re: BGM in Axe?
« Reply #3 on: June 28, 2010, 09:54:13 pm »
From what he posted, you could give the illusion of it by having barely any cycles between the notes, but truly playing multiple notes... I'm not sure if that's possible.


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Offline DJ Omnimaga

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Re: BGM in Axe?
« Reply #4 on: June 28, 2010, 10:45:42 pm »
I tried in Wabbitemu and it sounded crappy, but idk about on-calc. I heard it wasn't too great either, though. It would also be nice if someone made a music maker program to quickly produce VGM data to insert in your program then you just need to code a routine that'll play through the data using Freq()/SinReg() in an interrupt. 

Offline quasi_Phthalo

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Re: BGM in Axe?
« Reply #5 on: June 28, 2010, 11:17:45 pm »
what would happen if, instead of this:
Code: [Select]
set output high
wait 2 ms
set output low
wait 2 ms
repeat
you did this:
Code: [Select]
set output high
wait 1 ms
set output low
wait 3 ms
repeat

what kind of sound would the second one make?

Offline DJ Omnimaga

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Re: BGM in Axe?
« Reply #6 on: June 28, 2010, 11:22:00 pm »
I am not too sure. I guess the only real way to check is to try.

One thing people can do if chords are impossible is to just alternate between notes repeatedly at a fast but slow enough to hear each notes separately well. This will give a Commodore 64 style sound, to a certain extent.

Offline willrandship

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Re: BGM in Axe?
« Reply #7 on: June 29, 2010, 01:01:06 am »
Did metroid use something like this in the NES games? Sounds similar! That would be cool: a metroid clone that has the same type of music.

The nes had 2-track music, I believe, which is why zelda 1 sounds worse when your hearts are low.

Offline Raylin

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Re: BGM in Axe?
« Reply #8 on: June 29, 2010, 07:36:30 am »
So, would you say that if you alternate the frequencies fast enough, you can give the illusion of 2-track music?

Also, can someone link me that note chart that someone gave SirCmpwn with the frequencies and what not?
« Last Edit: June 29, 2010, 07:37:57 am by Raylin »
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Offline DJ Omnimaga

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Re: BGM in Axe?
« Reply #9 on: June 29, 2010, 11:16:26 am »
If it didn't sounded terrible, then yes.

As for a note chart, do you mean this? http://www.phy.mtu.edu/~suits/notefreqs.html

Offline Raylin

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Re: BGM in Axe?
« Reply #10 on: June 29, 2010, 11:30:45 am »
Yes! :D
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Offline Quigibo

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Re: BGM in Axe?
« Reply #11 on: June 30, 2010, 07:07:13 pm »
Thought I'd post this in this topic since its related.  I rewrote the Freq() command so that it is actually a REAL square wave now and not that blippy thing it was.  It is now significantly louder and higher quality and surprisingly its the same size as the original routine.  I uploaded both the old and new executable of the AxeSound test program so that you can hear the difference.
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Offline DJ Omnimaga

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Re: BGM in Axe?
« Reply #12 on: June 30, 2010, 11:16:07 pm »
Oooh nice! I will brb then test this ASAP!

EDIT: WOW nice, now it sounds exactly like in TI-Jukebox, CalcMOD and most other calc music players. I can't wait to test with new Axe version. I wonder if chords could now be possible...
« Last Edit: June 30, 2010, 11:33:00 pm by DJ Omnimaga »

Offline ztrumpet

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Re: BGM in Axe?
« Reply #13 on: July 01, 2010, 02:04:54 pm »
Wow, that sound sounds great!  I can't wait for 0.3.2, coming out today! ;D