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{{PageSyntax}}
{{PageSyntax}}
: '''_WAVE''' {{Parameter|voice&}}, {{Parameter|waveDefinition%%([index&])}}[, {{Parameter|frameCount&}}]
: [[_WAVE]] {{Parameter|voice&}}, {{Parameter|waveDefinition%%([index&])}}[, {{Parameter|frameCount&}}]




{{PageParameters}}
{{PageParameters}}
* {{Parameter|voice&}} specifies which of the four audio channels the sound will play through.
* {{Parameter|voice&}} specifies for which of the four audio channels the sound waveform shall be set.
* {{Parameter|waveDefinition%%([index&])}} defines the shape of the sound wave for the specified voice. This parameter must be the name of an array of [[_BYTE]]s with at least 2 elements. Each element (sample frame) in the array must have a value in the range of -128 to 127. An optional index can be used to specify the starting point in the array.
* {{Parameter|waveDefinition%%([index&])}} defines the shape of the sound wave for the specified voice. This parameter must be the name of an array of [[_BYTE]]s with at least 2 elements. Each element (sample frame) in the array must have a value in the range of -128 to 127. An optional index can be used to specify the starting point in the array.
* {{Parameter|frameCount&}} specifies the number of elements (sample frames) used to define the shape of the sound.
* {{Parameter|frameCount&}} specifies the number of elements (sample frames) used to define the shape of the sound.
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* The '''_WAVE''' statement enhances the versatility of the [[SOUND]] or [[PLAY]] commands.
* The '''_WAVE''' statement enhances the versatility of the [[SOUND]] or [[PLAY]] commands.
* By using a numeric array to define the shape of a sound wave, you can produce more specific and unique types of sounds.
* By using a numeric array to define the shape of a sound wave, you can produce more specific and unique types of sounds.
* Each element of the array specifies a height value. When combined, these values form a curve that represents the shape of the waveform.
* Each element of the array specifies a amplitude value. When combined, these values form a curve that represents the shape of the waveform.
* Audio channels can be panned to the left, right, or center using [[SOUND]] or [[PLAY]].
* Audio channels can be panned to the left, right, or center using [[SOUND]] or [[PLAY]].
* Waveforms specified with '''_WAVE''' have a waveform ID of '''10'''. See [[SOUND]] and [[PLAY]] for more details regarding waveforms.
* Waveforms specified with '''_WAVE''' have a waveform ID of '''10'''. See [[SOUND]] and [[PLAY]] for more details regarding waveforms.
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{{PageSeeAlso}}
{{PageSeeAlso}}
* [[PLAY (function)]], [[PLAY]], [[SOUND]]
* [[PLAY (function)]]
* [[BEEP]]
* [[PLAY]], [[SOUND]], [[BEEP]]
* [[_SNDRAW]]
* [[_SNDOPEN]], [[_SNDRAW]]
* [[_SNDOPEN]]




{{PageNavigation}}
{{PageNavigation}}

Latest revision as of 20:15, 21 November 2024

_WAVE defines the waveform shape for a specified audio channel when used with SOUND or PLAY.


Syntax

_WAVE voice&, waveDefinition%%([index&])[, frameCount&]


Parameters

  • voice& specifies for which of the four audio channels the sound waveform shall be set.
  • waveDefinition%%([index&]) defines the shape of the sound wave for the specified voice. This parameter must be the name of an array of _BYTEs with at least 2 elements. Each element (sample frame) in the array must have a value in the range of -128 to 127. An optional index can be used to specify the starting point in the array.
  • frameCount& specifies the number of elements (sample frames) used to define the shape of the sound.


Description

  • The _WAVE statement enhances the versatility of the SOUND or PLAY commands.
  • By using a numeric array to define the shape of a sound wave, you can produce more specific and unique types of sounds.
  • Each element of the array specifies a amplitude value. When combined, these values form a curve that represents the shape of the waveform.
  • Audio channels can be panned to the left, right, or center using SOUND or PLAY.
  • Waveforms specified with _WAVE have a waveform ID of 10. See SOUND and PLAY for more details regarding waveforms.
  • By default, custom waveforms are initialized as a sine wave with 256 sample frames.
  • The _WAVE command was designed to resemble the WAVE command found in AmigaBasic.


Availability


Examples

Example 1
A QB64-PE port of the AmigaBasic Music/Graphic demo.
' Music - AmigaBasic Music/Graphic-Demo --- 20. July 1985
DEFLNG A-Z

CONST VOLUME! = 0.25!

DIM F#(88), CF(19), CT#(19)

GOSUB InitSound
GOSUB InitGraphics

DO
    SOUND RESUME
    RESTORE Song
    GOSUB PlaySong

    ' This ensures all voices have played completely before playing the song again
    WHILE PLAY(0) > 0 _ORELSE PLAY(1) > 0 _ORELSE PLAY(2) > 0 _ORELSE PLAY(3) > 0
        IF _KEYHIT = 27 THEN END
        _LIMIT 60
    WEND
LOOP

InitGraphics:
SCREEN 12
_TITLE "AmigaBasic Music/Graphic Demo (QB64-PE port by a740g)"
iDraw = 30
iErase = 0
ON TIMER(1) GOSUB TimeSlice
TIMER ON
RETURN

TimeSlice:
FOR linestep = 1 TO 15
    DrawLine iDraw, 1
    DrawLine iErase, 0
    _LIMIT 60
NEXT linestep
RETURN

PlaySong:
' Array VO contains the base octave for a voice.
FOR v = 0 TO 3
    READ VO(v)
    VO(v) = 12 * VO(v) + 3
NEXT v

DO
    SOUND WAIT
    FOR v = 0 TO 3
        t# = VT#(v)
        Fi = -1
        READ p$
        IF p$ = "x" THEN RETURN
        FOR I = 1 TO LEN(p$)
            Ci = INSTR(C$, MID$(p$, I, 1))
            IF Ci <= 8 THEN
                IF Fi >= 0 THEN SOUND F#(Fi), t#, VOLUME, , , , v: t# = VT#(v)
                IF Ci = 8 THEN Fi = 0 ELSE Fi = CF(Ci) + VO(v)
            ELSEIF Ci < 11 THEN '# or -
                Fi = Fi + CF(Ci)
            ELSEIF Ci < 17 THEN '1 through 8
                t# = CT#(Ci)
            ELSEIF Ci < 19 THEN '< or >
                VO(v) = VO(v) + CF(Ci)
            ELSE 'ln
                I = I + 1
                Ci = INSTR(C$, MID$(p$, I, 1))
                VT#(v) = CT#(Ci)
                IF Fi < 0 THEN t# = VT#(v)
            END IF
        NEXT I
        IF Fi >= 0 THEN SOUND F#(Fi), t#, VOLUME, , , , v
    NEXT v
    SOUND RESUME
    IF _KEYHIT = 27 THEN END
    _LIMIT 60
LOOP

InitSound:
' F#() contains frequencies of the chromatic scale.
' Note A in octave 0 = F#(12) = 55 Hz.
Log2of27.5# = LOG(27.5#) / LOG(2#)
FOR x = 1 TO 88
    F#(x) = 2 ^ (Log2of27.5# + x / 12#)
NEXT x

' Create the waveform of tones,
' determines timbre.
DIM Timbre(255) AS _BYTE
FOR I = 0 TO 255
    READ Timbre(I)
NEXT I

' The following DATA rows were created using the following formula.
' Reading from these DATAs is faster than calculating the sine 1024 times.
'  K# = 2 * 3.14159265/256
'  FOR I = 0 TO 255
'    Timbre(I) = 31 * (SIN(I * K#) + SIN(2 * I * K#) + SIN(3 * I * K#) + SIN( 4 * I * K#))
'  NEXT I
DATA 0,8,15,23,30,37,44,51,57,63,69,74,79,83,87,91
DATA 93,96,98,99,100,100,100,99,98,97,95,92,89,86,83,79
DATA 75,71,66,62,57,52,48,43,39,34,30,25,21,18,14,11
DATA 8,5,3,0,-1,-3,-4,-5,-5,-6,-6,-5,-5,-4,-3,-1
DATA 0,2,3,5,7,9,11,13,15,17,18,20,21,23,24,25
DATA 26,26,27,27,27,27,27,26,25,24,23,22,20,18,17,15
DATA 13,11,9,7,5,3,1,-1,-3,-5,-6,-8,-9,-10,-11,-12
DATA -12,-13,-13,-13,-13,-13,-12,-11,-11,-10,-8,-7,-6,-4,-3,-2
DATA 0,2,3,4,6,7,8,10,11,11,12,13,13,13,13,13
DATA 12,12,11,10,9,8,6,5,3,1,-1,-3,-5,-7,-9,-11
DATA -13,-15,-17,-18,-20,-22,-23,-24,-25,-26,-27,-27,-27,-27,-27,-26
DATA -26,-25,-24,-23,-21,-20,-18,-17,-15,-13,-11,-9,-7,-5,-3,-2
DATA 0,1,3,4,5,5,6,6,5,5,4,3,1,0,-3,-5
DATA -8,-11,-14,-18,-21,-25,-30,-34,-39,-43,-48,-52,-57,-62,-66,-71
DATA -75,-79,-83,-86,-89,-92,-95,-97,-98,-99,-100,-100,-100,-99,-98,-96
DATA -93,-91,-87,-83,-79,-74,-69,-63,-57,-51,-44,-37,-30,-23,-15,-8

' Set AMIGA PAULA like panning (well mostly)
SOUND 0, 0, , -0.75!, 10, , 0 ' pan left
SOUND 0, 0, , 0.75!, 10, , 1 ' pan right
SOUND 0, 0, , 0.75!, 10, , 2 ' pan right
SOUND 0, 0, , -0.75!, 10, , 3 ' pan left

_WAVE 0, Timbre()
_WAVE 1, Timbre()
_WAVE 2, Timbre()
_WAVE 3, Timbre()

' Array CF maps MML commands to frequency indices.
C$ = "cdefgabp#-123468<>l"
FOR I = 1 TO 19
    READ CF(I)
NEXT I
DATA 0,2,4,5,7,9,11,0,1,-1,0,0,0,0,0,0,-12,12,0

' Array CT# assigns note lengths to MML commands.
FOR I = 1 TO 18
    READ CT#(I)
NEXT I
' MML commands p1,p2,p3,p4,p6,p8 correspond to pause times 36.4 ... 4.55 units
DATA 0,0,0,0,0,0,0,0,0,0,36.4,18.2,12.133333,9.1,6.0666667,4.55,0,0,0
RETURN

' The music is written in special commands (MML), but as per the Wiki page
' below MML not fully implemented here, missing o, v and t commands:
' https://en.wikipedia.org/wiki/Music_Macro_Language#Modern_MML

' The first 4 numbers are the base octaves (0-7) for each voice.
' ln     - sets note length for the following notes of this voice:
'           l1 = whole note, l2 = half note, l4 = quarter note, etc.
' >      - selects the next higher octave for this voice.
' <      - selects the next lower octave for this voice.
' a to g - play the respective note,
'           # (sharp) or - (flat) may follow directly.
'          It may also follow a number to determine the duration of this note.
' pn     - make a rest/pause length as for note length (ln) above.

Song:
DATA 1,3,3,3
DATA l2g>ge,l2p2de,l2p2l6g3f#g3a,l6p6gab>dcced
DATA <b>e<e,ge<b,b3ab3ge3d,dgf#gd<bgab
DATA ab>c,a>dc,e3f#g3de3<b,>cdedc<babg
DATA df#d,c<a>f#,a3>da3ga3f#,f#gadf#a>c<ba
DATA gec,g<g>e,d3f#g3f#g3a,bgab>dcced
DATA <b>ed,ge<b,b3ab3ge3g,dgf#gd<bgab
DATA cc#d,>ced,a3f#g3e<a3>c,e>dc<bagdgf#
DATA <gp3>g6d3<b6,dp2b3g6,<b3>gb3>dg3d,gb>dgd<bgb>d
DATA g>f#e,d<gg,l2<g1g,l2<b1>c
DATA f#ed,agf#,a1b,d1d
DATA ef#g,gag,bag,c1<b
DATA dp3d6d3d6,f#a3a6>d3d6,al6d3ef#3g,l6adef#aga>c<b
DATA <d>p3d6d3d6,f#3a6f#3d6<a3>d6,a3>c<a3f#d3f#,>c<af#df#a>c<ba
DATA gf#e,dde,g3dg3f#g3a,bgab>dcced
DATA b<b>e,gd<b,b3ag3f#e3g,dgf#gd<bgab
DATA cd<d,l4>c<a>d<b>c<al2,a3gf#3ga3c,e>dc<bagdgf#
DATA g>ge,b>de,<b3>dg3f#g3a,gbab>dcced
DATA <b>e<e,ge<b,b3ab3ge3d,dgf#gd<bgab
DATA ab>c,a>dc,e3f#g3de3<b,>cdedc<babg
DATA df#d,c<a>f#,a3>f#a3ga3f#,f#gadf#a>c<ba
DATA gec,g<g>e,d3f#g3f#g3a,bgab>dcced
DATA <b>ed,ge<b,b3ab3ge3g,dgf#gd<bgab
DATA cc#d,>ced,a3f#g3e<a3>c,e>dc<bagdgf#
DATA <g>f#e,d<gg,l2b1>c,l2g1g
DATA f#ed,agf#,d1d,a1b
DATA ef#g,gag,c1<b,bag
DATA dp3d6d3d6,f#l6a3a>d3d,al6d3ef#3g,l6ddef#aga>c<b
DATA <dp3>d6d3d6,f#3af#3d<a3>d,a3>c<a3f#d3f#,>c<af#df#a>c<ba
DATA gf#e,l2dde,l2b1>c,bgab>dcced
DATA b<b>e,gd<b,d1<b,dgf#gd<bgab
DATA cd<d,l4>c<a>d<b>c<a,a4b8>c8<ba,e>dc<bagdgf#
DATA g>ge,l2b>de,l6g3dg3f#g3a,gbab>dcced
DATA <b>e<e,ge<b,b3ab3ge3d,dgf#gd<bgab
DATA ab>c,a>dc,e3f#g3de3<b,>cdedc<babg
DATA df#d,c<a>f#,a3>da3ga3f#,f#gadf#a>c<ba
DATA gec,g<g>e,d3f#g3f#g3a,bgab>dcced
DATA <b>ed,ge<b,b3ab3ge3g,dgf#gd<bgab
DATA cc#d,>ced,a3f#g3e<a3>c,e>dc<bagdgf#
DATA <gp3>g6f#3e6,dp3g6d3e6,<b3>gb3>dg3<g,gb>dgd<bdb>c#
DATA dc<b,f#dd,l2a1b,d<def#ag#g#ba
DATA a>a4g4f4e4,e<a>a,>c1c,a>c<b>c<aecde
DATA d<b>e,aag#,<bb4>c8d8<b,f>dcd<bg#ef#g#
DATA a>fd,e<a>f#,al6a3g#a3b,a>c<b>ceddfe
DATA cfe,afc,>c3<b>c3<af3a,eag#aec<ab>c
DATA dd#e,df#e,a3g#a3f#<b3>d,fedc<baeag#
DATA <a>ab,c<ag,>l2c1d,a>ceap3l2d
DATA >c<ae,>cag,e1e,l6ecdegfgb-a
DATA fdg,df#g,dd4e8f8d,a>c<b>c<afdef
DATA cec,geg,l6c3<g>c3<ge3d,egfgec<gab-
DATA fdg,fag,c3ef3ab3>d,a>c<b>c<afdef
DATA cp3c6<b3>d6,gp3d6d3d6,c3<g>c3<a>d3<f#,ecdegf#gba
DATA <g>ge,dde,l2b1>c,bgab>dcced
DATA <b>e<e,ge<b,d1d,dgf#gd<bgab
DATA ab>c,a>dc,c<b1,>cdedc<babg
DATA dp3d6d3d6,cl6<a3a>d3d,l6a3c#d3ef#3g,f#def#aga>c<b
DATA <dp3>d6d3d6,f#3af#3d<a3>d,a3>c<a3f#d3f#,>c<af#df#a>c<ba
DATA gf#e,l2dde,l2b1>c,bgab>dcced
DATA b<b>e,gd<b,d1<b,dgf#gd<bgab
DATA cd<d,l4>c<a>d<b>c<a,a4b8>c8<ba,e>dc<bagdgf#
DATA g1g2,l2gp3>g6d3g6,gl6<b3>dg3d,gb>dgd<bgb>a
DATA g1g2,dp3g6e3c6,<b3g>d3b>c2,fd<bgb>ded<a
DATA g1g2,<ap3>d6<b3>e6,c3<ab2b3g,f#a>cd<bgegb
DATA g1g2,<e3a6f#3>a6f#3d6,a2a3f#d3f#,>c<af#df#a>c<ba
DATA g>ge,dde,g3dg3f#g3a,bgab>dcced
DATA <b>e<e,ge<b,b3ab3ge3d,dgf#gd<bgab
DATA ab>c,a>d<c,e3f#g3de3<b,>cdedc<babg
DATA df#d,c<a>f#,a3>da3ga3f#,f#gadf#a>c<ba
DATA gec,g<g>e,d3f#g3f#g3a,bgab>dcced
DATA <b>ed,ge<d,b3ab3ge3g,dgf#gd<bgab
DATA cc#d,d1d2,a3f#g3e<a3>c,e>dc<bagdgf#
DATA <g1g2,p2,<b1b2,g1g2
DATA p1,p1,p1,p1
DATA x

SUB DrawLine (iStep, hue) STATIC
    winWidth = _WIDTH
    winHeight = _HEIGHT
    iStep = (iStep + 1) MOD 60
    side = iStep \ 15
    I! = (iStep MOD 15) / 15!
    i1! = 1! - I!

    ON side + 1 GOSUB dl_top, dl_left, dl_bottom, dl_right

    EXIT SUB

    dl_top:
    LINE (winWidth * I!, 0)-(winWidth, winHeight * I!), hue
    RETURN

    dl_left:
    LINE (winWidth, winHeight * I!)-(winWidth * i1!, winHeight), hue
    RETURN

    dl_bottom:
    LINE (winWidth * i1!, winHeight)-(0, winHeight * i1!), hue
    RETURN

    dl_right:
    LINE (0, winHeight * i1!)-(winWidth * I!, 0), hue
    RETURN
END SUB
QB64-PE port of an AmigaBasic example by a740g. German comments translated by RhoSigma.


See also



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