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QB64-PE/internal/help/_SNDRAW.txt
SteveMcNeill 33adc04fc4 Add temp folder to repo. It's necessary as well!
Just more initial setting on... nothing much to see here.
2022-04-28 13:39:56 -04:00

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{{DISPLAYTITLE:_SNDRAW}}
The [[_SNDRAW]] statement plays sound wave sample frequencies created by a program.
{{PageSyntax}}
: [[_SNDRAW]] {{Parameter|leftSample}}[, {{Parameter|rightSample}}][, {{Parameter|pipeHandle&}}]
{{Parameters}}
* 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
FRate = FREQ / SampleRate'
{{Cl|FOR...NEXT|FOR}} Duration = 0 {{Cl|TO}} 5 * SampleRate 'play 5 seconds
{{Cl|_SNDRAW}} Amplitude * {{Cl|SIN}}(Pi2 * Duration * FRate) 'sine wave
'{{Cl|_SNDRAW}} Amplitude * {{Cl|SGN}}({{Cl|SIN}}(Pi2 * Duration * FRate)) 'square wave
{{Cl|NEXT}}
{{Cl|DO}}: LOOP {{Cl|WHILE}} {{Cl|_SNDRAWLEN}}
{{Cl|END}} '' ''
{{CodeEnd}}
{{small|Code by DarthWho}}
:''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
sample = {{Cl|SIN}}(t * 440 * {{Cl|ATN}}(1) * 8) '440Hz sine wave (t * 440 * 2π)
sample = sample * {{Cl|EXP}}(-t * 3) 'fade out eliminates clicks after sound
{{Cl|_SNDRAW}} sample
t = t + 1 / {{Cl|_SNDRATE}} 'sound card sample frequency determines time
LOOP
'do other stuff, but it may interrupt sound
LOCATE 1, 1: PRINT USING tmp$; sample; t
LOOP WHILE t < 3.0 'play for 3 seconds
DO WHILE {{Cl|_SNDRAWLEN}} > 0 'Finish any left over queued sound!
LOOP
{{Cl|END}} '' ''
{{CodeEnd}}
{{small|Code by Artelius (responsible for the implementation of _SNDRAW)}}
''Example 3:'' Routine uses _SNDRAW to display and play 12 notes from octaves 1 through 9.
{{CodeStart}} '' ''
{{Cl|DIM}} {{Cl|SHARED}} rate&
rate& = {{Cl|_SNDRATE}}
DO
{{Cl|PRINT}} "Enter the octave 1 to 8 (0 quits!):";
oct% = {{Cl|VAL}}({{Cl|INPUT$}}(1)): {{Cl|PRINT}} oct%
{{Cl|IF...THEN|IF}} oct% = 0 {{Cl|THEN}} {{Cl|EXIT DO}}
octave = oct% - 4 '440 is in the 4th octave, 9th note
{{Cl|COLOR}} oct% + 1
{{Cl|PRINT USING}} "Octave: ##"; oct%
{{Cl|FOR...NEXT|FOR}} Note = 0 {{Cl|TO}} 11 'notes C to B
fq = FreQ(octave, Note, note$)
{{Cl|PRINT USING}} "#####.## \\"; fq, note$
PlaySound fq
{{Cl|IF...THEN|IF}} {{Cl|INKEY$}} > "" {{Cl|THEN}} {{Cl|EXIT DO}}
{{Cl|NEXT}}
{{Cl|LOOP}}
{{Cl|END}}
{{Cl|FUNCTION}} FreQ (octave, note, note$)
FreQ = 440 * 2 ^ (octave + (note + 3) / 12 - 1) '* 12 note octave starts at C (3 notes up)
note$ = {{Cl|MID$}}("C C#D D#E F F#G G#A A#B ", note * 2 + 1, 2)
{{Cl|END FUNCTION}}
{{Cl|SUB}} PlaySound (frq!) ' plays sine wave fading in and out
SndLoop! = 0
{{Cl|DO...LOOP|DO}} {{Cl|WHILE}} SndLoop! < rate&
{{Cl|_SNDRAW}} {{Cl|SIN}}((2 * 4 * {{Cl|ATN}}(1) * SndLoop! / rate&) * frq!) * {{Cl|EXP}}(-(SndLoop! / rate&) * 3)
SndLoop! = SndLoop! + 1
{{Cl|LOOP}}
{{Cl|DO}}: {{Cl|LOOP}} {{Cl|WHILE}} {{Cl|_SNDRAWLEN}} 'flush the sound playing buffer
{{Cl|END SUB}} '' ''
{{CodeEnd}}
{{small|Code by CodeGuy}}
{{PageSeeAlso}}
* [[_SNDRATE]], [[_SNDRAWLEN]]
* [[_SNDOPENRAW]], [[_SNDRAWDONE]]
* [[_SNDOPEN]]
* [[PLAY]], [[BEEP]]
* Music Frequency table in [[SOUND]].
* [[DTMF Phone Demo]]
{{PageNavigation}}
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