Author Topic: Sound in Axe  (Read 19973 times)

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Offline squidgetx

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Sound in Axe
« on: June 11, 2010, 08:50:59 pm »
I was wondering if anyone knows which frequency arguments for SinReg correspond to the traditional pentatonic scale's notes

like to play a C, what value would you use and then how much would I increment to value to raise it a half (or whole) step?

Thanks

Offline Quigibo

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Re: Sound in Axe
« Reply #1 on: June 11, 2010, 10:00:23 pm »
Try this:
http://www.phy.mtu.edu/~suits/notefreqs.html

Use the wavelength column (not frequency) near the bottom that are less than 255.
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Offline ztrumpet

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Re: Sound in Axe
« Reply #2 on: June 11, 2010, 10:38:42 pm »
A lot of those at the bottom have decimal values.  Is there any way to use these, or would these notes always be a little flat or sharp?

Offline cooliojazz

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Re: Sound in Axe
« Reply #3 on: June 11, 2010, 10:43:24 pm »
When the notes get tha high in axe, you can't really hear them that well anyways... probably stick with the lower ones... =P
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Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #4 on: June 11, 2010, 11:15:59 pm »
Btw on a real calc,  does the notes sound like triangles like on Wabbitemu and Final Fantasy 1, or will they sound like squares like in Super Mario Bros 1?

Offline Hot_Dog

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Re: Sound in Axe
« Reply #5 on: June 12, 2010, 02:00:27 am »
Btw on a real calc,  does the notes sound like triangles like on Wabbitemu and Final Fantasy 1, or will they sound like squares like in Super Mario Bros 1?

What in the world do you mean?

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #6 on: June 12, 2010, 02:13:01 am »
mhmm actually it's not triangle but more something like saw sound. That video might help


Else here's sound from FF1
and SMB
(except of course the jumping sound and when mario eats a mushroom)

Offline squidgetx

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Re: Sound in Axe
« Reply #7 on: June 14, 2010, 05:04:26 pm »
meh, the sound quality is ~

ztrumpet, at first i had the same doubts you had, but if you round to the nearest whole number, you really still can't tell the difference (unless you have perfect pitch...)

Offline willrandship

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Re: Sound in Axe
« Reply #8 on: June 14, 2010, 05:10:47 pm »
Perhaps axe could support external .wav files in the future! It couldn't be used for music, too big, but you could have really high quality sound.

Maybe MIDI for the music.....

Offline Galandros

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Re: Sound in Axe
« Reply #9 on: June 14, 2010, 05:23:00 pm »
Perhaps axe could support external .wav files in the future! It couldn't be used for music, too big, but you could have really high quality sound.

Maybe MIDI for the music.....
That looks CPU expensive.

Very interesting table Quigibo.

And I will hear the Youtube videos to understand what is triangle and square sounding. It got me almost as surprised as after reading that some physic particles have flavours... There is also stories of a person that can taste colours. simply wtf in this confusion of senses.
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Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #10 on: June 14, 2010, 11:39:09 pm »
wav would be cool. However it might be rather large indeed. About two seconds of 8 bit 32 kbps audio at 11 KHz is like 20 KB if I remember when converted to calc format.

Offline squidgetx

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Re: Sound in Axe
« Reply #11 on: June 15, 2010, 09:27:56 am »
Yeah, I remember RealSnd making those HUGE apps...I think a 1 minute Pokemon theme song took just as much space as the pokemon TiBoy app :P
But midi would be awesome..

Offline Raylin

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Re: Sound in Axe
« Reply #12 on: June 15, 2010, 09:47:51 am »
Midi WOULD be awesome.
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Re: Sound in Axe
« Reply #13 on: June 15, 2010, 10:35:42 am »
Yeah, I remember RealSnd making those HUGE apps...I think a 1 minute Pokemon theme song took just as much space as the pokemon TiBoy app :P
There is a project that you might be able to find somewhere to stream real sound off of a flash drive.  Go ask the right people.

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #14 on: June 15, 2010, 11:20:24 am »
BrandonW?