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QB64-PE port of an old AmigaBasic example by a740g.
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{{Cl|DO}} | {{Cl|DO}} | ||
{{Cl|SOUND | {{Cl|SOUND|SOUND RESUME}} | ||
{{Cl|RESTORE}} Song | {{Cl|RESTORE}} Song | ||
{{Cl|GOSUB}} PlaySong | {{Cl|GOSUB}} PlaySong | ||
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{{Cl|DO}} | {{Cl|DO}} | ||
{{Cl|SOUND | {{Cl|SOUND|SOUND WAIT}} | ||
{{Cl|FOR}} v = {{Text|0|#F580B1}} {{Cl|TO}} {{Text|3|#F580B1}} | {{Cl|FOR}} v = {{Text|0|#F580B1}} {{Cl|TO}} {{Text|3|#F580B1}} | ||
t# = VT#(v) | t# = VT#(v) | ||
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{{Cl|IF}} Fi >= {{Text|0|#F580B1}} {{Cl|THEN}} {{Cl|SOUND}} F#(Fi), t#, VOLUME, , , , v | {{Cl|IF}} Fi >= {{Text|0|#F580B1}} {{Cl|THEN}} {{Cl|SOUND}} F#(Fi), t#, VOLUME, , , , v | ||
{{Cl|NEXT}} v | {{Cl|NEXT}} v | ||
{{Cl|SOUND | {{Cl|SOUND|SOUND RESUME}} | ||
{{Cl|IF}} {{Cl|_KEYHIT}} = {{Text|27|#F580B1}} {{Cl|THEN}} {{Cl|END}} | {{Cl|IF}} {{Cl|_KEYHIT}} = {{Text|27|#F580B1}} {{Cl|THEN}} {{Cl|END}} | ||
{{Cl|_LIMIT}} {{Text|60|#F580B1}} | {{Cl|_LIMIT}} {{Text|60|#F580B1}} | ||
Line 300: | Line 300: | ||
{{Cl|END SUB}} | {{Cl|END SUB}} | ||
{{CodeEnd}} | {{CodeEnd}} | ||
{{Small|QB64-PE port of an AmigaBasic example by a740g | {{Small|QB64-PE port of an old AmigaBasic example by a740g.}} | ||
Latest revision as of 18:25, 23 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 |
See also