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{{PageSeeAlso}}
{{PageSeeAlso}}
* [[PLAY]], [[BEEP]]
* [[PLAY]], [[BEEP]], [[_WAVE]]
* [[_SNDOPEN]]
* [[_SNDOPEN]], [[_SNDRAW]]
* [[_SNDRAW]]




{{PageNavigation}}
{{PageNavigation}}

Revision as of 14:47, 21 November 2024

SOUND sets frequency and duration of sounds from the internal PC speaker if the computer has one or the sound card in QB64.


Syntax

SOUND frequency#, duration#[, volume#][, panning#][, waveform&]


Description

  • frequency# is any literal or variable value from 37 to 32767, but 0 is allowed for delays.
    • Just like QuickBASIC 4.5 frequencies on or above 20000 produces silence.
  • duration# is any literal or variable number of TIMER ticks with a duration of 1/18th second. 18 = one second.
  • Optional parameter volume# should be between 0.0 (muted) to 1.0 (full volume).
  • Optional parameter panning# should be between -1.0 (hard left) to 1.0 (hard right). 0.0 being center.
  • Optional parameter waveform& can be one of the following:
    • 1 for square waveform
    • 2 for sawtooth waveform
    • 3 for triangle waveform (default)
    • 4 for sine waveform
    • 5 for white noise
    • 10 for a waveform defined by the _WAVE statement (since QB64-PE v4.0.0)
  • More waveform types may be introduced in the future.
  • PLAY can be used for musical sounds.
Note
The last volume, panning and waveform settings will apply to subsequent calls to SOUND (when used without the optional parameters) and PLAY.

Errors

  • Low frequency# values between 0 and 37 will create an Illegal Function call error.
  • Out of range values for volume#, panning# and waveform& will create an Illegal Function call error.
  • All audio related statements and functions work even if the program is not in focus. However, depending on the operating system and environment, this may not always be the case.
  • SOUND may have clicks or pauses between the sounds generated.
Note
SOUND 0, 0 will not stop previous QB64 sounds like it did in QBasic!


                             The Seven Music Octaves 

         Note     Frequency      Note     Frequency      Note      Frequency
       1* D#1 ...... 39           G3 ....... 196          A#5 ...... 932
          E1 ....... 41           G#3 ...... 208          B5 ....... 988
          F1 ....... 44           A3 ....... 220       6* C6 ....... 1047
          F#1 ...... 46           A#3 ...... 233          C#6 ...... 1109
          G1 ....... 49           B3 ....... 247          D6 ....... 1175
          G#1 ...... 51        4* C4 ....... 262          D#6 ...... 1245
          A1 ....... 55           C#4 ...... 277          E6 ....... 1318
          A#1 ...... 58           D4 ....... 294          F6 ....... 1397
          B1 ....... 62           D#4 ...... 311          F#6 ...... 1480
       2* C2 ....... 65           E4 ....... 330          G6 ....... 1568
          C#2 ...... 69           F4 ....... 349          G# ....... 1661
          D2 ....... 73           F#4 ...... 370          A6 ....... 1760
          D#2 ...... 78           G4 ....... 392          A#6 ...... 1865
          E2 ....... 82           G#4 ...... 415          B6 ....... 1976
          F2 ....... 87           A4 ....... 440       7* C7 ....... 2093
          F#2 ...... 92           A# ....... 466          C#7 ...... 2217
          G2 ....... 98           B4 ....... 494          D7 ....... 2349
          G#2 ...... 104       5* C5 ....... 523          D#7 ...... 2489
          A2 ....... 110          C#5 ...... 554          E7 ....... 2637
          A#2 ...... 117          D5 ....... 587          F7 ....... 2794
          B2 ....... 123          D#5 ...... 622          F#7 ...... 2960
       3* C3 ....... 131          E5 ....... 659          G7 ....... 3136
          C#3 ...... 139          F5 ....... 698          G#7 ...... 3322
          D3 ....... 147          F#5 ...... 740          A7 ....... 3520
          D#3 ...... 156          G5 ....... 784          A#7 ...... 3729
          E3 ....... 165          G#5 ...... 831          B7 ....... 3951
          F3 ....... 175          A5 ....... 880       8* C8 ....... 4186
          F#3 ...... 185
                                 # denotes sharp


Availability

  • Support for volume#, panning#, waveform& was added in QB64-PE v3.8.0.
  • Support for user-defined _WAVE waveforms (ID#:10) was added in QB64-PE v4.0.0.


Examples

Example 1
Playing the seven octaves based on the base note DATA * 2 ^ (octave - 1).
notes$ = "C C#D D#E F F#G G#A A#B "
COLOR 9: LOCATE 5, 20: PRINT "Select an octave (1 - 7) to play (8 quits):"
DO
    DO: octa$ = INKEY$
        IF octa$ <> "" THEN
            IF ASC(octa$) > 48 AND ASC(octa$) < 58 THEN octave% = VAL(octa$): EXIT DO
        END IF
    LOOP UNTIL octave% > 7
    IF octave% > 0 AND octave% < 8 THEN
        LOCATE 15, 6: PRINT SPACE$(70)
        LOCATE 16, 6: PRINT SPACE$(70)
        COLOR 14: LOCATE 15, 6: PRINT "Octave"; octave%; ":";
        RESTORE Octaves
        FOR i = 1 TO 12
            READ note!
            snd% = CINT(note! * (2 ^ (octave% - 1))) 'calculate note frequency
            COLOR 14: PRINT STR$(snd%);
            c0l = POS(0)
            COLOR 11: LOCATE 16, c0l - 2: PRINT MID$(notes$, 1 + (2 * (i - 1)), 2)
            LOCATE 15, c0l
            IF snd% > 36 THEN SOUND snd%, 12 'error if sound value is < 36
            _DELAY .8
        NEXT
    END IF
LOOP UNTIL octave% > 7
END

Octaves:
DATA 32.7,34.65,36.71,38.9,41.2,43.65,46.25,49,51.91,55,58.27,61.74
Code adapted by Ted Weissgerber

Example 2
Playing a song called "Bonnie" with SOUND frequencies.
SCREEN 13
_FULLSCREEN
OUT &H3C8, 0: OUT &H3C9, 0: OUT &H3C9, 0: OUT &H3C9, 20
COLOR 1
FOR i% = 1 TO 21
    LOCATE 2 + i%, 2: PRINT CHR$(178)
    LOCATE 2 + i%, 39: PRINT CHR$(178)
NEXT i%
FOR i% = 2 TO 39
    LOCATE 2, i%: PRINT CHR$(223)
    LOCATE 23, i%: PRINT CHR$(220)
NEXT i%
COLOR 9
LOCATE 3, 16: PRINT CHR$(34); "MY BONNIE"; CHR$(34)
SLEEP 3
FOR i% = 1 TO 34
    SELECT CASE i%
        CASE 1: LOCATE 5, 5
        CASE 10: LOCATE 10, 5
        CASE 18: LOCATE 15, 5
        CASE 27: LOCATE 20, 5
    END SELECT
    READ note%, duration%, word$
    SOUND note%, duration%: PRINT word$;
NEXT i%
SLEEP 2
LOCATE 23, 16: PRINT "Thank You!"
SLEEP 4
SYSTEM

DATA 392,8,"My ",659,8,"Bon-",587,8,"nie ",523,8,"lies ",587,8,"O-",523,8,"Ver ",440,8,"the "
DATA 392,8,"O-",330,32,"cean ",392,8,"My ",659,8,"Bon-",587,8,"nie ",523,8,"lies "
DATA 523,8,"O-",494,8,"ver ",523,8,"the ",587,40,"sea ",392,8,"My ",659,8,"Bon-",587,8,"nie"
DATA 523,8," lies ",587,8,"O-",523,8,"ver ",440,8,"the ",392,8,"O-",330,32,"cean ",392,8,"Oh "
DATA 440,8,"bring ",587,8,"back ",523,8,"my ",494,8,"Bon-",440,8,"nie ",494,8,"to ",523,32,"me..!"
Code adapted by Ted Weissgerber

Example 3
Playing sound effects using the new QB64-PE SOUND extensions.
OPTION _EXPLICIT

DIM Q AS STRING

' Sound effects menu
DO
    CLS
    PRINT "Sound effects": PRINT
    COLOR 14, 0: PRINT "  B";: COLOR 7, 0: PRINT "ouncing"
    COLOR 14, 0: PRINT "  F";: COLOR 7, 0: PRINT "alling"
    COLOR 14, 0: PRINT "  K";: COLOR 7, 0: PRINT "laxon"
    COLOR 14, 0: PRINT "  S";: COLOR 7, 0: PRINT "iren"
    COLOR 14, 0: PRINT "  Q";: COLOR 7, 0: PRINT "uit"
    PRINT: PRINT "Select: ";

    ' Get valid key
    DO
        Q = UCASE$(INPUT$(1))
    LOOP WHILE INSTR("BFKSQ", Q) = 0

    ' Take action based on key
    CLS
    SELECT CASE Q
        CASE IS = "B"
            PRINT "Bouncing . . . "
            Bounce 32767, 246 ' the 32767 will make the PSG generate silence (exactly like QB45 does)
        CASE IS = "F"
            PRINT "Falling . . . "
            Fall 2000, 550, 500
        CASE IS = "S"
            PRINT "Wailing . . ."
            PRINT " . . . press any key to end."
            Siren 780, 650
        CASE IS = "K"
            PRINT "Oscillating . . ."
            PRINT " . . . press any key to end."
            Klaxon 987, 329
        CASE ELSE
    END SELECT
LOOP UNTIL Q = "Q"
END

' Loop two sounds down at decreasing time intervals
SUB Bounce (Hi AS LONG, Low AS LONG)
    DIM count AS LONG

    PLAY "Q0" ' turn off volume ramping

    FOR count = 60 TO 1 STEP -2
        SOUND Low - count / 2, count / 20, 1.0!, 0.0!, 1
        SOUND Hi, count / 15
    NEXT
END SUB

' Loop down from a high sound to a low sound
SUB Fall (Hi AS LONG, Low AS LONG, Del AS LONG)
    DIM vol AS SINGLE
    DIM count AS LONG

    PLAY "Q3" ' enable 3ms volume ramping

    FOR count = Hi TO Low STEP -10
        vol = 1.0! - vol
        SOUND count, Del / count, vol, 0.0!, 3 ' triangle wave
    NEXT
END SUB

' Alternate two sounds until a key is pressed
SUB Klaxon (Hi AS LONG, Low AS LONG)
    PLAY "Q5" ' enable 5ms volume ramping

    DO WHILE INKEY$ = ""
        SOUND Hi, 5!, 1.0!, -1.0!, 4
        SOUND Low, 5!, 1.0!, 1.0!, 4
    LOOP
END SUB

' Loop a sound from low to high to low
SUB Siren (Hi AS LONG, Range AS LONG)
    DIM count AS LONG, pan AS SINGLE
    DIM dir AS SINGLE: dir = 0.01!

    PLAY "Q0" ' disable volume ramping

    DO WHILE INKEY$ = ""
        FOR count = Range TO -Range STEP -4
            pan = pan + dir
            IF pan <= -1.0! THEN dir = 0.01!: pan = -1.0!
            IF pan >= 1.0! THEN dir = -0.01!: pan = 1.0!

            SOUND Hi - ABS(count), 0.3!, 1.0!, pan, 4 ' sine wave

            count = count - 2 / Range
        NEXT
    LOOP
END SUB
Code by Samuel Gomes (a740g).


See also



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