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114 lines
5.3 KiB
Text
114 lines
5.3 KiB
Text
{{DISPLAYTITLE:_SNDRAW}}
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The [[_SNDRAW]] statement plays sound wave sample frequencies created by a program.
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{{PageSyntax}}
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: [[_SNDRAW]] {{Parameter|leftSample}}[, {{Parameter|rightSample}}][, {{Parameter|pipeHandle&}}]
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{{PageParameters}}
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* 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.
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* The {{Parameter|pipeHandle&}} parameter refers to the sound pipe opened using [[_SNDOPENRAW]].
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{{PageDescription}}
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* Specifying {{Parameter|pipeHandle&}} allows sound to be played through two or more channels at the same time ('''version 1.000 and up''').
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* If only {{Parameter|leftSample}} value is used, the sound will come out of both speakers.
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* Using _SNDRAW will pause any currently playing music.
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* _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.
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* 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.
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* _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).
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* [[_SNDRATE]] determines how many samples are played per second, but timing is done by the sound card, not your program.
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* '''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]].'''
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{{PageExamples}}
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''Example 1:'' Sound using a sine wave with _SNDRAW Amplitude * SIN(8 * ATN(1) * Duration * (Frequency / _SNDRATE))
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{{CodeStart}}
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FREQ = 400 'any frequency desired from 36 to 10,000
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Pi2 = 8 * {{Cl|ATN}}(1) '2 * pi
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Amplitude = .3 'amplitude of the signal from -1.0 to 1.0
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SampleRate = {{Cl|_SNDRATE}} 'sets the sample rate
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FRate = FREQ / SampleRate'
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{{Cl|FOR...NEXT|FOR}} Duration = 0 {{Cl|TO}} 5 * SampleRate 'play 5 seconds
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{{Cl|_SNDRAW}} Amplitude * {{Cl|SIN}}(Pi2 * Duration * FRate) 'sine wave
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'{{Cl|_SNDRAW}} Amplitude * {{Cl|SGN}}({{Cl|SIN}}(Pi2 * Duration * FRate)) 'square wave
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{{Cl|NEXT}}
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{{Cl|DO}}: LOOP {{Cl|WHILE}} {{Cl|_SNDRAWLEN}}
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{{Cl|END}} '' ''
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{{CodeEnd}}
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{{small|Code by DarthWho}}
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:''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))).
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''Example 2:'' A simple ringing bell tone that tapers off.
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{{CodeStart}}t = 0
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tmp$ = "Sample = ##.##### Time = ##.#####"
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LOCATE 1, 60: PRINT "Rate:"; {{Cl|_SNDRATE}}
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DO
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'queue some sound
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DO WHILE {{Cl|_SNDRAWLEN}} < 0.1 'you may wish to adjust this
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sample = {{Cl|SIN}}(t * 440 * {{Cl|ATN}}(1) * 8) '440Hz sine wave (t * 440 * 2π)
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sample = sample * {{Cl|EXP}}(-t * 3) 'fade out eliminates clicks after sound
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{{Cl|_SNDRAW}} sample
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t = t + 1 / {{Cl|_SNDRATE}} 'sound card sample frequency determines time
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LOOP
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'do other stuff, but it may interrupt sound
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LOCATE 1, 1: PRINT USING tmp$; sample; t
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LOOP WHILE t < 3.0 'play for 3 seconds
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DO WHILE {{Cl|_SNDRAWLEN}} > 0 'Finish any left over queued sound!
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LOOP
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{{Cl|END}} '' ''
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{{CodeEnd}}
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{{small|Code by Artelius (responsible for the implementation of _SNDRAW)}}
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''Example 3:'' Routine uses _SNDRAW to display and play 12 notes from octaves 1 through 9.
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{{CodeStart}} '' ''
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{{Cl|DIM}} {{Cl|SHARED}} rate&
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rate& = {{Cl|_SNDRATE}}
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DO
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{{Cl|PRINT}} "Enter the octave 1 to 8 (0 quits!):";
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oct% = {{Cl|VAL}}({{Cl|INPUT$}}(1)): {{Cl|PRINT}} oct%
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{{Cl|IF...THEN|IF}} oct% = 0 {{Cl|THEN}} {{Cl|EXIT DO}}
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octave = oct% - 4 '440 is in the 4th octave, 9th note
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{{Cl|COLOR}} oct% + 1
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{{Cl|PRINT USING}} "Octave: ##"; oct%
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{{Cl|FOR...NEXT|FOR}} Note = 0 {{Cl|TO}} 11 'notes C to B
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fq = FreQ(octave, Note, note$)
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{{Cl|PRINT USING}} "#####.## \\"; fq, note$
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PlaySound fq
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{{Cl|IF...THEN|IF}} {{Cl|INKEY$}} > "" {{Cl|THEN}} {{Cl|EXIT DO}}
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{{Cl|NEXT}}
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{{Cl|LOOP}}
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{{Cl|END}}
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{{Cl|FUNCTION}} FreQ (octave, note, note$)
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FreQ = 440 * 2 ^ (octave + (note + 3) / 12 - 1) '* 12 note octave starts at C (3 notes up)
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note$ = {{Cl|MID$}}("C C#D D#E F F#G G#A A#B ", note * 2 + 1, 2)
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{{Cl|END FUNCTION}}
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{{Cl|SUB}} PlaySound (frq!) ' plays sine wave fading in and out
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SndLoop! = 0
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{{Cl|DO...LOOP|DO}} {{Cl|WHILE}} SndLoop! < rate&
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{{Cl|_SNDRAW}} {{Cl|SIN}}((2 * 4 * {{Cl|ATN}}(1) * SndLoop! / rate&) * frq!) * {{Cl|EXP}}(-(SndLoop! / rate&) * 3)
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SndLoop! = SndLoop! + 1
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{{Cl|LOOP}}
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{{Cl|DO}}: {{Cl|LOOP}} {{Cl|WHILE}} {{Cl|_SNDRAWLEN}} 'flush the sound playing buffer
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{{Cl|END SUB}} '' ''
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{{CodeEnd}}
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{{small|Code by CodeGuy}}
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{{PageSeeAlso}}
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* [[_SNDRATE]], [[_SNDRAWLEN]]
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* [[_SNDOPENRAW]], [[_SNDRAWDONE]]
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* [[_SNDOPEN]]
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* [[PLAY]], [[BEEP]]
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* Music Frequency table in [[SOUND]].
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* [[DTMF Phone Demo]]
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{{PageNavigation}}
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