SNDRAW: Difference between revisions
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{{DISPLAYTITLE:_SNDRAW}} | {{DISPLAYTITLE:_SNDRAW}} | ||
The | The '''_SNDRAW''' statement plays sound wave sample frequencies created by a program. | ||
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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'''). | * 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. | * If only {{Parameter|leftSample}} value is used, the sound will come out of both speakers. | ||
* _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. | * _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 | * Ensure that [[_SNDRAWLEN]] is comfortably above 0 (until you've finished playing sound). If you get 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). | * _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. | * [[_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]].''' | * '''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]].''' | ||
{{PageAvailability}} | |||
<!-- QB64 = a version or none, QBPE = a version or all, Platforms = yes or no --> | |||
<gallery widths="48px" heights="48px" mode="nolines"> | |||
File:Qb64.png|'''v0.927''' | |||
File:Qbpe.png|'''all''' | |||
File:Apix.png | |||
File:Win.png|'''yes''' | |||
File:Lnx.png|'''yes''' | |||
File:Osx.png|'''yes''' | |||
</gallery> | |||
<!-- Additional availability notes go below here --> | |||
{{PageExamples}} | {{PageExamples}} | ||
;Example 1:Sound using a sine wave with _SNDRAW Amplitude * SIN(8 * ATN(1) * Duration * (Frequency / _SNDRATE)) | |||
{{CodeStart}} | {{CodeStart}} | ||
FREQ = 400 | {{Text|FREQ|#55FF55}} = {{Text|400|#F580B1}} {{Text|<nowiki>'any frequency desired from 36 to 10,000</nowiki>|#919191}} | ||
Pi2 = 8 * {{Cl|ATN}}(1) | Pi2 = {{Text|8|#F580B1}} * {{Cl|ATN}}({{Text|1|#F580B1}}) {{Text|<nowiki>'2 * pi</nowiki>|#919191}} | ||
Amplitude = .3 | Amplitude = {{Text|.3|#F580B1}} {{Text|<nowiki>'amplitude of the signal from -1.0 to 1.0</nowiki>|#919191}} | ||
SampleRate = {{Cl|_SNDRATE}} | SampleRate = {{Cl|_SNDRATE}} {{Text|<nowiki>'sets the sample rate</nowiki>|#919191}} | ||
FRate = FREQ / SampleRate' | FRate = {{Text|FREQ|#55FF55}} / SampleRate {{Text|<nowiki>'</nowiki>|#919191}} | ||
{{Cl | {{Cl|FOR}} Duration = {{Text|0|#F580B1}} {{Cl|TO}} {{Text|5|#F580B1}} * SampleRate {{Text|<nowiki>'play 5 seconds</nowiki>|#919191}} | ||
{{Cl|_SNDRAW}} Amplitude * {{Cl|SIN}}(Pi2 * Duration * FRate) {{Text|<nowiki>'sine wave</nowiki>|#919191}} | |||
{{Text|<nowiki>'_SNDRAW Amplitude * SGN(SIN(Pi2 * Duration * FRate)) 'square wave</nowiki>|#919191}} | |||
{{Cl|NEXT}} | {{Cl|NEXT}} | ||
{{Cl|_SNDRAWDONE}} | {{Cl|_SNDRAWDONE}} | ||
{{Cl|DO}}: | {{Cl|DO}}: {{Cl|DO...LOOP|LOOP WHILE}} {{Cl|_SNDRAWLEN}} | ||
{{Cl|END}} | {{Cl|END}} | ||
{{CodeEnd}} | {{CodeEnd}} | ||
Line 43: | Line 55: | ||
;Example 2:A simple ringing bell tone that tapers off. | |||
{{CodeStart}}t = 0 | {{CodeStart}} | ||
tmp$ = "Sample = ##.##### Time = ##.#####" | t = {{Text|0|#F580B1}} | ||
LOCATE 1, 60: PRINT "Rate:"; {{Cl|_SNDRATE}} | tmp$ = {{Text|<nowiki>"Sample = ##.##### Time = ##.#####"</nowiki>|#FFB100}} | ||
DO | {{Cl|LOCATE}} {{Text|1|#F580B1}}, {{Text|60|#F580B1}}: {{Cl|PRINT}} {{Text|<nowiki>"Rate:"</nowiki>|#FFB100}}; {{Cl|_SNDRATE}} | ||
{{Cl|DO}} | |||
{{Text|<nowiki>'queue some sound</nowiki>|#919191}} | |||
{{Cl|DO...LOOP|DO WHILE}} {{Cl|_SNDRAWLEN}} < {{Text|0.2|#F580B1}} {{Text|<nowiki>'you may wish to adjust this</nowiki>|#919191}} | |||
sample = {{Cl|SIN}}(t * {{Text|440|#F580B1}} * {{Cl|ATN}}({{Text|1|#F580B1}}) * {{Text|8|#F580B1}}) {{Text|<nowiki>'440Hz sine wave (t * 440 * 2p)</nowiki>|#919191}} | |||
sample = sample * {{Cl|EXP}}(-t * {{Text|3|#F580B1}}) {{Text|<nowiki>'fade out eliminates clicks after sound</nowiki>|#919191}} | |||
{{Cl|_SNDRAW}} sample | |||
t = t + {{Text|1|#F580B1}} / {{Cl|_SNDRATE}} {{Text|<nowiki>'sound card sample frequency determines time</nowiki>|#919191}} | |||
{{Cl|LOOP}} | |||
{{Text|<nowiki>'do other stuff, but it may interrupt sound</nowiki>|#919191}} | |||
{{Cl|LOCATE}} {{Text|1|#F580B1}}, {{Text|1|#F580B1}}: {{Cl|PRINT USING}} tmp$; sample; t | |||
LOOP WHILE t | {{Cl|DO...LOOP|LOOP WHILE}} t < {{Text|3.0|#F580B1}} {{Text|<nowiki>'play for 3 seconds</nowiki>|#919191}} | ||
{{Cl|_SNDRAWDONE}} | {{Cl|_SNDRAWDONE}} | ||
DO WHILE {{Cl|_SNDRAWLEN}} > | {{Cl|DO...LOOP|DO WHILE}} {{Cl|_SNDRAWLEN}} > {{Text|0|#F580B1}} {{Text|<nowiki>'Finish any left over queued sound!</nowiki>|#919191}} | ||
LOOP | {{Cl|LOOP}} | ||
{{Cl|END}} | {{Cl|END}} | ||
{{CodeEnd}} | {{CodeEnd}} | ||
{{Small|Code by Artelius | {{Small|Code by Artelius}} | ||
;Example 3:Routine uses _SNDRAW to display and play 12 notes from octaves 1 through 9. | |||
{{CodeStart}} | {{CodeStart}} | ||
{{Cl|DIM}} {{Cl|SHARED}} rate& | {{Cl|DIM}} {{Cl|SHARED}} rate& | ||
rate& = {{Cl|_SNDRATE}} | rate& = {{Cl|_SNDRATE}} | ||
DO | {{Cl|DO}} | ||
{{Cl|PRINT}} {{Text|<nowiki>"Enter the octave 1 to 8 (0 quits!):"</nowiki>|#FFB100}}; | |||
oct% = {{Cl|VAL}}({{Cl|INPUT$}}({{Text|1|#F580B1}})): {{Cl|PRINT}} oct% | |||
{{Cl|IF}} oct% = {{Text|0|#F580B1}} {{Cl|THEN}} {{Cl|EXIT DO}} | |||
octave = oct% - {{Text|4|#F580B1}} {{Text|<nowiki>'440 is in the 4th octave, 9th note</nowiki>|#919191}} | |||
{{Cl|COLOR}} oct% + {{Text|1|#F580B1}} | |||
{{Cl|PRINT USING}} {{Text|<nowiki>"Octave: ##"</nowiki>|#FFB100}}; oct% | |||
{{Cl|FOR}} Note = {{Text|0|#F580B1}} {{Cl|TO}} {{Text|11|#F580B1}} {{Text|<nowiki>'notes C to B</nowiki>|#919191}} | |||
fq = {{Text|FreQ|#55FF55}}(octave, Note, note$) | |||
{{Cl|PRINT USING}} {{Text|<nowiki>"#####.## \\"</nowiki>|#FFB100}}; fq, note$ | |||
{{Text|PlaySound|#55FF55}} fq | |||
{{Cl|IF}} {{Cl|INKEY$}} > {{Text|<nowiki>""</nowiki>|#FFB100}} {{Cl|THEN}} {{Cl|EXIT DO}} | |||
{{Cl|NEXT}} | |||
{{Cl|LOOP}} | {{Cl|LOOP}} | ||
{{Cl|END}} | {{Cl|END}} | ||
{{Cl|FUNCTION}} FreQ (octave, note, note$) | {{Cl|FUNCTION}} {{Text|FreQ|#55FF55}} (octave, note, note$) | ||
FreQ = 440 * 2 ^ (octave + (note + 3) / 12 - 1) '* 12 note octave starts at C (3 notes up) | {{Text|FreQ|#55FF55}} = {{Text|440|#F580B1}} * {{Text|2|#F580B1}} ^ (octave + (note + {{Text|3|#F580B1}}) / {{Text|12|#F580B1}} - {{Text|1|#F580B1}}) {{Text|<nowiki>'* 12 note octave starts at C (3 notes up)</nowiki>|#919191}} | ||
note$ = {{Cl|MID$}}("C C#D D#E F F#G G#A A#B ", note * 2 + 1, 2) | note$ = {{Cl|MID$ (function)|MID$}}({{Text|<nowiki>"C C#D D#E F F#G G#A A#B "</nowiki>|#FFB100}}, note * {{Text|2|#F580B1}} + {{Text|1|#F580B1}}, {{Text|2|#F580B1}}) | ||
{{Cl|END FUNCTION}} | {{Cl|END FUNCTION}} | ||
{{Cl|SUB}} PlaySound (frq!) | {{Cl|SUB}} {{Text|PlaySound|#55FF55}} (frq!) {{Text|<nowiki>' plays sine wave fading in and out</nowiki>|#919191}} | ||
SndLoop! = 0 | SndLoop! = {{Text|0|#F580B1}} | ||
{{Cl|DO...LOOP|DO | {{Cl|DO...LOOP|DO WHILE}} SndLoop! < rate& | ||
{{Cl|_SNDRAW}} {{Cl|SIN}}(({{Text|2|#F580B1}} * {{Text|4|#F580B1}} * {{Cl|ATN}}({{Text|1|#F580B1}}) * SndLoop! / rate&) * frq!) * {{Cl|EXP}}(-(SndLoop! / rate&) * {{Text|3|#F580B1}}) | |||
SndLoop! = SndLoop! + {{Text|1|#F580B1}} | |||
{{Cl|LOOP}} | {{Cl|LOOP}} | ||
{{Cl|_SNDRAWDONE}} | {{Cl|_SNDRAWDONE}} | ||
{{Cl|DO}}: {{Cl|LOOP}} {{Cl| | {{Cl|DO}}: {{Cl|DO...LOOP|LOOP WHILE}} {{Cl|_SNDRAWLEN}} {{Text|<nowiki>'flush the sound playing buffer</nowiki>|#919191}} | ||
{{Cl|END SUB}} | {{Cl|END SUB}} | ||
{{CodeEnd}} | {{CodeEnd}} | ||
Line 107: | Line 120: | ||
{{PageSeeAlso}} | {{PageSeeAlso}} | ||
* [[ | * [[_SNDRAWBATCH]], [[_SNDRAWLEN]] | ||
* [[_SNDOPENRAW]], [[_SNDRAWDONE]] | * [[_SNDOPENRAW]], [[_SNDRAWDONE]] | ||
* [[_SNDOPEN]] | * [[_SNDOPEN]], [[_SNDRATE]] | ||
* [[PLAY]], [[BEEP]] | * [[PLAY]], [[BEEP]] | ||
* [[DTMF Phone Demo]] | * [[DTMF Phone Demo]] |
Latest revision as of 13:29, 8 December 2024
The _SNDRAW statement plays sound wave sample frequencies created by a program.
Syntax
- _SNDRAW leftSample[, rightSample][, pipeHandle&]
Parameters
- The leftSample and rightSample value(s) can be any SINGLE or DOUBLE literal or variable frequency value from -1.0 to 1.0.
- The pipeHandle& parameter refers to the sound pipe opened using _SNDOPENRAW.
Description
- Specifying pipeHandle& allows sound to be played through two or more channels at the same time (version 1.000 and up).
- If only leftSample value is used, the sound will come out of both speakers.
- _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 finished playing sound). If you get 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.
Availability
Examples
- Example 1
- Sound using a sine wave with _SNDRAW Amplitude * SIN(8 * ATN(1) * Duration * (Frequency / _SNDRATE))
FREQ = 400 'any frequency desired from 36 to 10,000 Pi2 = 8 * ATN(1) '2 * pi Amplitude = .3 'amplitude of the signal from -1.0 to 1.0 SampleRate = _SNDRATE 'sets the sample rate FRate = FREQ / SampleRate ' FOR Duration = 0 TO 5 * SampleRate 'play 5 seconds _SNDRAW Amplitude * SIN(Pi2 * Duration * FRate) 'sine wave '_SNDRAW Amplitude * SGN(SIN(Pi2 * Duration * FRate)) 'square wave NEXT _SNDRAWDONE DO: LOOP WHILE _SNDRAWLEN END |
- 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.
t = 0 tmp$ = "Sample = ##.##### Time = ##.#####" LOCATE 1, 60: PRINT "Rate:"; _SNDRATE DO 'queue some sound DO WHILE _SNDRAWLEN < 0.2 'you may wish to adjust this sample = SIN(t * 440 * ATN(1) * 8) '440Hz sine wave (t * 440 * 2p) sample = sample * EXP(-t * 3) 'fade out eliminates clicks after sound _SNDRAW sample t = t + 1 / _SNDRATE 'sound card sample frequency determines time LOOP 'do other stuff, but it may interrupt sound LOCATE 1, 1: PRINT USING tmp$; sample; t LOOP WHILE t < 3.0 'play for 3 seconds _SNDRAWDONE DO WHILE _SNDRAWLEN > 0 'Finish any left over queued sound! LOOP END |
- Example 3
- Routine uses _SNDRAW to display and play 12 notes from octaves 1 through 9.
DIM SHARED rate& rate& = _SNDRATE DO PRINT "Enter the octave 1 to 8 (0 quits!):"; oct% = VAL(INPUT$(1)): PRINT oct% IF oct% = 0 THEN EXIT DO octave = oct% - 4 '440 is in the 4th octave, 9th note COLOR oct% + 1 PRINT USING "Octave: ##"; oct% FOR Note = 0 TO 11 'notes C to B fq = FreQ(octave, Note, note$) PRINT USING "#####.## \\"; fq, note$ PlaySound fq IF INKEY$ > "" THEN EXIT DO NEXT LOOP END FUNCTION FreQ (octave, note, note$) FreQ = 440 * 2 ^ (octave + (note + 3) / 12 - 1) '* 12 note octave starts at C (3 notes up) note$ = MID$("C C#D D#E F F#G G#A A#B ", note * 2 + 1, 2) END FUNCTION SUB PlaySound (frq!) ' plays sine wave fading in and out SndLoop! = 0 DO WHILE SndLoop! < rate& _SNDRAW SIN((2 * 4 * ATN(1) * SndLoop! / rate&) * frq!) * EXP(-(SndLoop! / rate&) * 3) SndLoop! = SndLoop! + 1 LOOP _SNDRAWDONE DO: LOOP WHILE _SNDRAWLEN 'flush the sound playing buffer END SUB |
See also