Author Topic: Sound in BASIC-programs  (Read 23727 times)

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Offline ben_g

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Re: Sound in BASIC-programs
« Reply #30 on: June 14, 2011, 02:31:33 pm »
You have to run the axe app, and then, you should have new tokens in the catalog ( [2nd] [ 0 ] ).
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline p2

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Re: Sound in BASIC-programs
« Reply #31 on: June 14, 2011, 02:32:20 pm »
Er....
I havn't written anything:


I should write a new prgm.
-ok

With axe-codes in it.
-In CATALOG under F is no command FREQ(

What now?
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Offline Michael_Lee

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Re: Sound in BASIC-programs
« Reply #32 on: June 14, 2011, 02:33:47 pm »
You can find Freq( under S.

What Axe does is that it takes the tokens you normally use, and temporarily transforms them.
« Last Edit: June 14, 2011, 02:33:55 pm by Michael_Lee »
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   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
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Croquette:
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Offline p2

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Re: Sound in BASIC-programs
« Reply #33 on: June 14, 2011, 02:33:53 pm »
Augment
bal
connected
degree
DependAsk
...

there are some new commands.
Are they from axe?
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Offline ben_g

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Re: Sound in BASIC-programs
« Reply #34 on: June 14, 2011, 02:35:42 pm »
try this as your program: (The //'s are just coments, don't type them in your program)
Code: (Program:AXESND) [Select]
:.SOUND //header
:repeat Getkey(15)  //repeat and Getkey from the prgm menu
:Freq(10,100 //Search the catalog after running the axe app
:End //prgm menu
And compile this. Then type Asm(prgmSOUND in the home screen. This should give a sound untill you press clear
« Last Edit: June 14, 2011, 02:37:36 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline p2

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Re: Sound in BASIC-programs
« Reply #35 on: June 14, 2011, 02:36:05 pm »
should I write a new PRGM with one of the new commands in it?

what command should I use?
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Offline p2

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Re: Sound in BASIC-programs
« Reply #36 on: June 14, 2011, 02:38:30 pm »
The :.SOUND

should that be in Text mode?



Freq should be under S
Freq is with F at the beginning and I cant find it at S and also not at F
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Offline ben_g

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Re: Sound in BASIC-programs
« Reply #37 on: June 14, 2011, 02:39:05 pm »
Axe helloworld program:
Code: [Select]
:.HELLO
:Disp "Hello Wolld

Compile and run that
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Michael_Lee

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Re: Sound in BASIC-programs
« Reply #38 on: June 14, 2011, 02:39:44 pm »
Clarification on ben_g's post: Don't add anything after the '//' marks: those are comments.

And yes, Axe does add new tokens.

Also, 10 is a bit of a low number: try using Freq(264, 528) or something.

Edit

1] Go to the home screen
2] Hit [PGRM] and make a new program
3] Copy the program ben_g gave you.
4] Hit [APPS] and scroll until you see Axe.
5] Open Axe, and select 'Compile'
6] Choose the program you just wrote.
7] Select it, and wait until it finishes.
8] Go to the home menu, and type in 'Asm(pgrmSOUND)'.
« Last Edit: June 14, 2011, 02:40:04 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline DJ Omnimaga

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Re: Sound in BASIC-programs
« Reply #39 on: June 14, 2011, 02:39:59 pm »
As a rule of thumb p2: Don't double-post on the forums unless it has been 6 hours between your two consecutive posts. Instead, use the edit button. ;)

Offline ben_g

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Re: Sound in BASIC-programs
« Reply #40 on: June 14, 2011, 02:40:26 pm »
The :.SOUND

should that be in Text mode?
Yes, you just type that. It's the axe header. It tells the compiler how to name the compiled program. Do not use the same name as the program itself


Freq should be under S
Freq is with F at the beginning and I cant find it at S and also not at F

As a rule of thumb p2: Don't double-post on the forums unless it has been 6 hours between your two consecutive posts. Instead, use the edit button. ;)
Sorry, i just quickly clicked 'quote'
« Last Edit: June 14, 2011, 02:43:17 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline p2

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Re: Sound in BASIC-programs
« Reply #41 on: June 14, 2011, 02:44:27 pm »
I can't find Freq(
The APP has never shown a list where I should have been searching for the Program.
I've just choosed NO SHELL and then it started with doing strange things.

Should the
:.HALLO
be in Text mode?






OK.
I'm doing it.
« Last Edit: June 14, 2011, 02:45:10 pm by p2 »
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Offline ben_g

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Re: Sound in BASIC-programs
« Reply #42 on: June 14, 2011, 02:45:43 pm »
Should the
:.HALLO
be in Text mode?
Yes
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline Michael_Lee

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Re: Sound in BASIC-programs
« Reply #43 on: June 14, 2011, 02:47:06 pm »
To find Freq(, click [STAT], [RIGHT ARROW].  Scroll down.
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline p2

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Re: Sound in BASIC-programs
« Reply #44 on: June 14, 2011, 02:47:13 pm »
COOL!
Now I can choose the PRGM AXESND
(I've called it so)


Backing up..


Ready!







There I have:
1-Var Stats
2-Var Stats
Med-Med
LinReg(ax+b)
QuadReg
CubicReg
QuartReg
LinReg(a+bx)
LnReg
ExpReg
PwrReg               <----That is new!!!!
Logistic
SinReg
Manual-Fit
« Last Edit: June 14, 2011, 02:50:25 pm by p2 »
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