* The {{Parameter|leftSample}} and {{Parameter|rightSample}} value(s) can be any [[SINGLE]] or [[DOUBLE]] literal or variable frequency value from -1.0 to 1.0.
* The {{Parameter|pipeHandle&}} parameter refers to the sound pipe opened using [[_SNDOPENRAW]].
{{PageDescription}}
* Specifying {{Parameter|pipeHandle&}} allows sound to be played through two or more channels at the same time ('''version 1.000 and up''').
* If only {{Parameter|leftSample}} value is used, the sound will come out of both speakers.
* Using _SNDRAW will pause any currently playing music.
* _SNDRAW is designed for continuous play. It will not produce any sound until a significant number of samples have been queued. No sound is played if only a few samples are queued.
* Ensure that [[_SNDRAWLEN]] is comfortably above 0 (until you've actually finished playing sound). If you are getting occasional unintended random clicks, this generally means that [[_SNDRAWLEN]] has dropped to 0.
* _SNDRAW is not intended to queue up many minutes worth of sound. It will probably work but will chew up a lot of memory (and if it gets swapped to disk, your sound could be interrupted abruptly).
* [[_SNDRATE]] determines how many samples are played per second, but timing is done by the sound card, not your program.
* '''Do not attempt to use [[_TIMER]] or [[_DELAY]] or [[_LIMIT]] to control the timing of _SNDRAW. You may use them for delays or to limit your program's CPU usage, but how much to queue should only be based on the [[_SNDRAWLEN]].'''
{{PageExamples}}
''Example 1:'' Sound using a sine wave with _SNDRAW Amplitude * SIN(8 * ATN(1) * Duration * (Frequency / _SNDRATE))
{{CodeStart}}
FREQ = 400 'any frequency desired from 36 to 10,000
Pi2 = 8 * {{Cl|ATN}}(1) '2 * pi
Amplitude = .3 'amplitude of the signal from -1.0 to 1.0
SampleRate = {{Cl|_SNDRATE}} 'sets the sample rate
:''Explanation:'' The loop Duration is determined by the number of seconds times the [[_SNDRATE]] number of samples per second. Square waves can use the same formula with Amplitude * [[SGN]](SIN(8 * ATN(1) * Duration * (Frequency/_SNDRATE))).
''Example 2:'' A simple ringing bell tone that tapers off.
{{CodeStart}}t = 0
tmp$ = "Sample = ##.##### Time = ##.#####"
LOCATE 1, 60: PRINT "Rate:"; {{Cl|_SNDRATE}}
DO
'queue some sound
DO WHILE {{Cl|_SNDRAWLEN}} < 0.1 'you may wish to adjust this