Re: [stella] Frame Timed Sound Effects

Subject: Re: [stella] Frame Timed Sound Effects
From: Eckhard_Stolberg@xxxxxxxxxxxxxxxxxxxxx (Eckhard Stolberg)
Date: Mon, 21 Jul 1997 14:21:18 +0200
>>I just wanted a simple tool for editing sound effects and little tunes
>>for my games without having to change the source code every time. The way,
>>the program works right now, allows me to try out everything, that a frame 
>>timed sound routine can do.
>
>Including sweeping frequencies/volumes or other formula-based register
>generation?  wow.

In a way you can do that. You can set a duration of 1 frame for each valueline
and have a different volume in every line. Since there are only 256 lines 
per channel, that's not really enough to do long songs with complicated 
volume envelopes etc., but you can at least try out the effect.

For effects like that writing a special program and changing the calculation
routine everytime might be easier, though. :-)

>If not, perhaps to fulfill this need, a special emulator that takes in 
>formulas and plays them through TIA registers.  like AUDV0=15-(T/4) or 
>something.  Though users of this program should be careful to use formulae 
>that can be easily ported to algorithms in 6502.

BTW: This post looks like it should have gone to the list. Don't forget to
change the TO line every time you want to do that. :-)


Ciao, Eckhard Stolberg


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