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116 lines
4.5 KiB
Markdown
116 lines
4.5 KiB
Markdown
The [_SNDRAW](_SNDRAW) statement plays sound wave sample frequencies created by a program.
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## Syntax
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> [_SNDRAW](_SNDRAW) leftSample[, rightSample][, pipeHandle&]
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## Parameter(s)
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* The leftSample and rightSample value(s) can be any [SINGLE](SINGLE) or [DOUBLE](DOUBLE) literal or variable frequency value from -1.0 to 1.0.
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* The pipeHandle& parameter refers to the sound pipe opened using [_SNDOPENRAW](_SNDOPENRAW).
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## Description
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* Specifying 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 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](_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](_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](_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](_TIMER) or [_DELAY](_DELAY) or [_LIMIT](_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](_SNDRAWLEN).**
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## Example(s)
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Sound using a sine wave with _SNDRAW Amplitude * SIN(8 * ATN(1) * Duration * (Frequency / _SNDRATE))
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```vb
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FREQ = 400 'any frequency desired from 36 to 10,000
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Pi2 = 8 * 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 = _SNDRATE 'sets the sample rate
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FRate = FREQ / SampleRate'
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FOR Duration = 0 TO 5 * SampleRate 'play 5 seconds
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_SNDRAW Amplitude * SIN(Pi2 * Duration * FRate) 'sine wave
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'_SNDRAW Amplitude * SGN(SIN(Pi2 * Duration * FRate)) 'square wave
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NEXT
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DO: LOOP WHILE _SNDRAWLEN
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END
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```
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> *Explanation:* The loop Duration is determined by the number of seconds times the [_SNDRATE](_SNDRATE) number of samples per second. Square waves can use the same formula with Amplitude * [SGN](SGN)(SIN(8 * ATN(1) * Duration * (Frequency/_SNDRATE))).
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A simple ringing bell tone that tapers off.
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```vb
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t = 0
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tmp$ = "Sample = ##.##### Time = ##.#####"
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LOCATE 1, 60: PRINT "Rate:"; _SNDRATE
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DO
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'queue some sound
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DO WHILE _SNDRAWLEN < 0.1 'you may wish to adjust this
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sample = SIN(t * 440 * ATN(1) * 8) '440Hz sine wave (t * 440 * 2π)
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sample = sample * EXP(-t * 3) 'fade out eliminates clicks after sound
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_SNDRAW sample
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t = t + 1 / _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$; sample; t
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LOOP WHILE t < 3.0 'play for 3 seconds
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DO WHILE _SNDRAWLEN > 0 'Finish any left over queued sound!
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LOOP
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END
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```
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Routine uses _SNDRAW to display and play 12 notes from octaves 1 through 9.
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```vb
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DIM SHARED rate&
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rate& = _SNDRATE
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DO
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PRINT "Enter the octave 1 to 8 (0 quits!):";
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oct% = VAL(INPUT$(1)): PRINT oct%
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IF oct% = 0 THEN EXIT DO
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octave = oct% - 4 '440 is in the 4th octave, 9th note
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COLOR oct% + 1
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PRINT USING "Octave: ##"; oct%
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FOR Note = 0 TO 11 'notes C to B
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fq = FreQ(octave, Note, note$)
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PRINT USING "#####.## \\"; fq, note$
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PlaySound fq
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IF INKEY$ > "" THEN EXIT DO
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NEXT
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LOOP
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END
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FUNCTION FreQ (octave, note, note$)
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FreQ = 440 * 2 ^ (octave + (note + 3) / 12 - 1) '* 12 note octave starts at C (3 notes up)
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note$ = MID$("C C#D D#E F F#G G#A A#B ", note * 2 + 1, 2)
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END FUNCTION
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SUB PlaySound (frq!) ' plays sine wave fading in and out
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SndLoop! = 0
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DO WHILE SndLoop! < rate&
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_SNDRAW SIN((2 * 4 * ATN(1) * SndLoop! / rate&) * frq!) * EXP(-(SndLoop! / rate&) * 3)
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SndLoop! = SndLoop! + 1
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LOOP
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DO: LOOP WHILE _SNDRAWLEN 'flush the sound playing buffer
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END SUB
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```
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## See Also
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* [_SNDRATE](_SNDRATE), [_SNDRAWLEN](_SNDRAWLEN)
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* [_SNDOPENRAW](_SNDOPENRAW), [_SNDRAWDONE](_SNDRAWDONE)
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* [_SNDOPEN](_SNDOPEN)
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* [PLAY](PLAY), [BEEP](BEEP)
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* Music Frequency table in [SOUND](SOUND).
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* [DTMF Phone Demo](DTMF-Phone-Demo)
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