* If only one ''sample'' value is used, the sound will come out of both speakers.
* Using _SNDRAW will pause any currently playing music. (You'll have to generate your own .)
* _SNDRAW is designed for continuous play. It will not produce any sound until a significant number of samples have been queued. Do not expect to hear anything if you only queue one or two samples.
* Ensure that [[_SNDRAWLEN]] is comfortably above 0 (until you've actually finished playing sound). If you are getting occasional random clicks, this generally means that [[_SNDRAWLEN]] has dropped to 0 (unless of course the sounds happen to be clicks).
* _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]].'''
:''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 = ##.#####"