Author Topic: Sound in Axe  (Read 19907 times)

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SirCmpwn

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Re: Sound in Axe
« Reply #15 on: June 15, 2010, 12:28:45 pm »
Yeah, he has a copy of it.  As do I, but I'm not too comfortable sharing it, seeing as it was never released.

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #16 on: June 15, 2010, 12:32:35 pm »
You may need to ask him permission then, first, in case.

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Re: Sound in Axe
« Reply #17 on: June 15, 2010, 12:58:10 pm »
What's it called?  It sounds pretty interesting. :)

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Re: Sound in Axe
« Reply #18 on: June 15, 2010, 01:45:17 pm »
I really do want to add wav support eventually.  I'm really not that knowledgeable with sound though, so I'd either have to learn how waveforms of sound are converted to digital audio or I'd have to have someone explain it to me.

This was done on a z80 cpu by the way with the most minimal of sound chip:


This and the ProjectM sound (from what I've heard) make be believe that it will eventually be possible.  When I support reading from archive, you'll be able to play some pretty large files.
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Re: Sound in Axe
« Reply #19 on: June 15, 2010, 01:50:20 pm »
That would be effin' AWESOME for the calc!
Bug me about my book.

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Re: Sound in Axe
« Reply #20 on: June 15, 2010, 03:07:57 pm »
That would be awesome!  I can't wait for that to happen! :D

Offline squidgetx

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Re: Sound in Axe
« Reply #21 on: June 15, 2010, 03:36:16 pm »
:DDDDDDDD that would be greaat

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Re: Sound in Axe
« Reply #22 on: June 15, 2010, 09:35:06 pm »
Cool! I like the video...
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Re: Sound in Axe
« Reply #23 on: June 15, 2010, 09:38:34 pm »
I really do want to add wav support eventually.  I'm really not that knowledgeable with sound though, so I'd either have to learn how waveforms of sound are converted to digital audio or I'd have to have someone explain it to me.

This was done on a z80 cpu by the way with the most minimal of sound chip:


This and the ProjectM sound (from what I've heard) make be believe that it will eventually be possible.  When I support reading from archive, you'll be able to play some pretty large files.
this is nice. My concern about Axe sound is efficiently do multiple channels at once. I tried alternating very quickly once, but the sound got really weird. Could it have been because I was using an emulator?

_player1537

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Re: Sound in Axe
« Reply #24 on: June 22, 2010, 09:40:31 am »
I tried the same thing on calc (alternating between two sounds [3 also]) and it didn't sound wierd, sounded almost like normal, just different pitches.  My guess is yes, it was the emulator doing it.  I think my code was something similar to:
Code: [Select]
100->A->B
repeat getkey(15)
sinreg(A,1000
if getkey(54)
sinreg(B,1000
end
if A!=255 and getkey(3)
A+1->A
End
if A!=0 and getkey(2)
A-1->A
End
if B!=255 and getkey(1)
B+1->B
End
if B!=0 and getkey(4)
B-1->B
End
end
this code should work, I haven't tested it however, but it is pretty close to what I used for testing multiple channels.

SirCmpwn

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Re: Sound in Axe
« Reply #25 on: June 22, 2010, 11:14:17 am »
I'm going to write a library to allow users to play sound in their games.  It will come with a designer to make music.  Should be fun.
I was messing around last knight to make sound in different pitches and made a C Major scale pretty easy.

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Re: Sound in Axe
« Reply #26 on: June 22, 2010, 11:33:03 am »
I see what you did thar...

Yeah, the only issue with sound it seems is that you can't play a pitch for longer than ~65k microseconds


SirCmpwn

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Re: Sound in Axe
« Reply #27 on: June 22, 2010, 11:34:04 am »
Yeah, the only issue with sound it seems is that you can't play a pitch for longer than ~65k microseconds
You can make it longer if you loop it.

_player1537

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Re: Sound in Axe
« Reply #28 on: June 22, 2010, 12:57:08 pm »
Code: [Select]
For(C,0,100
sinreg(100,1000)
End
just an example.

SirCmpwn

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Re: Sound in Axe
« Reply #29 on: June 22, 2010, 01:32:11 pm »
So I figure I will make a library that will let you use 6MHz for your game, and it would use 7 for music.  Ideas?
I also recently started work on a music editing program for Axe as an application.