SOUND
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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
- 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.
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 |
- 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$; NEXT i% SLEEP 2 LOCATE 23, 16: PRINT "Thank You!" SLEEP 4 SYSTEM DATA 392,8,"My ",659,8,"Bon-",587,8,"nie ",523,8,"lies ",587,8,"O-",523,8,"Ver ",440,8,"the " DATA 392,8,"O-",330,32,"cean ",392,8,"My ",659,8,"Bon-",587,8,"nie ",523,8,"lies " DATA 523,8,"O-",494,8,"ver ",523,8,"the ",587,40,"sea ",392,8,"My ",659,8,"Bon-",587,8,"nie" DATA 523,8," lies ",587,8,"O-",523,8,"ver ",440,8,"the ",392,8,"O-",330,32,"cean ",392,8,"Oh " DATA 440,8,"bring ",587,8,"back ",523,8,"my ",494,8,"Bon-",440,8,"nie ",494,8,"to ",523,32,"me..!" |
- Example 3
- Playing sound effects using the new QB64-PE SOUND extensions.
OPTION _EXPLICIT DIM Q AS STRING ' Sound effects menu DO CLS PRINT "Sound effects": PRINT COLOR 14, 0: PRINT " B";: COLOR 7, 0: PRINT "ouncing" COLOR 14, 0: PRINT " F";: COLOR 7, 0: PRINT "alling" COLOR 14, 0: PRINT " K";: COLOR 7, 0: PRINT "laxon" COLOR 14, 0: PRINT " S";: COLOR 7, 0: PRINT "iren" COLOR 14, 0: PRINT " Q";: COLOR 7, 0: PRINT "uit" PRINT: PRINT "Select: "; ' Get valid key DO Q = UCASE$(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 |
See also