Author Topic: Sound in Axe  (Read 18077 times)

0 Members and 3 Guests are viewing this topic.

SirCmpwn

  • Guest
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

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Sound in Axe
« Reply #17 on: June 15, 2010, 12:58:10 pm »
What's it called?  It sounds pretty interesting. :)

Offline Quigibo

  • The Executioner
  • CoT Emeritus
  • LV11 Super Veteran (Next: 3000)
  • *
  • Posts: 2031
  • Rating: +1075/-24
  • I wish real life had a "Save" and "Load" button...
    • View Profile
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.
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline Raylin

  • Godslayer
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1392
  • Rating: +83/-25
  • I am a certifiable squirrel ninja.
    • View Profile
    • Ray M. Perry
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.

Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
Tesla: CASIO Prizm







Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
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

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Sound in Axe
« Reply #21 on: June 15, 2010, 03:36:16 pm »
:DDDDDDDD that would be greaat

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Sound in Axe
« Reply #22 on: June 15, 2010, 09:35:06 pm »
Cool! I like the video...
Yeah, without support for external drives, an SE (83+SE or 84+SE) could hold one low-quality song...
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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?
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

_player1537

  • Guest
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

  • Guest
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.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
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

  • Guest
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

  • Guest
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

  • Guest
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.