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I'm no longer a sound effect virgin

Posted by Random Terrain, in batari_Basic_(Atari_2600) 20 January 2009 · 89 views

batari_Basic_(Atari_2600)
I've read tips and messed with the sound in other people's programs, but I hadn't gotten to the point where I needed to add sound to any of my own games that I've been working on until now. My maze game is at the point where it's time to start adding sound effects, so I made my first sound effect last night. Here's the sound effect by itself. Press the fire button to hear it:

Attached File  my_first_sound_2009y_01m_20d_0955t.bin (4K)
downloads: 157

I knew Tone Toy 2008 would end up helping me sooner or later. I used it to hunt for a certain type of sound, wrote down the range of numbers and after speding many hours trying to figure out what I was doing wrong, I got the thing working. Now that I'm no longer a sound effect virgin, it should be easier to add other sound effects and get some games finished.


Random Terrain
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Congratulations on losing your sound effects virginity. :)
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Impaler_26, on Tue Jan 20, 2009 3:59 PM, said:

Congratulations on losing your sound effects virginity. :)
I hope I don't get a sound effects STD.
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I tried making some sounds recently but it just doesn't work... Could you post the code for your sound so i can take a look at how it's done right?
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Impaler_26, on Mon Feb 23, 2009 2:12 PM, said:

I tried making some sounds recently but it just doesn't work... Could you post the code for your sound so i can take a look at how it's done right?
I wouldn't consider this to be a great example of what to do. I'm thinking of converting it using the Music Starter using sdata:

http://www.atariage....howtopic=134784

I don't know which would be best. Anyway, here's the code:

  set kernel_options player1colors no_blank_lines
  set smartbranching on

start

  rem  *****************************************************
  rem  *  Create aliases for variables
  rem  *****************************************************
  dim nact=n
  dim nmem=o
  dim ncount=p
  dim nfreq=q
  dim nvol=r
  dim rand16=z

  const noscore=1



  rem  *****************************************************
  rem  *
  rem  *  Main game loop starts here.
  rem  *
  rem  *****************************************************
gameloop

  if joy0fire then nact=nact+1 : if nact=1 then AUDF0 = 30 : nfreq=30 : nvol=12 : nmem = 0

  if nact = 0 then skip_ball_noise
  if nmem = 1 then sb01
  nfreq = nfreq + 1 : temp5=(nfreq&3) : nvol=nvol-temp5
  if nfreq = 32 then nfreq =0
  if nfreq = 14 then nmem = 1 :nvol=3
  AUDC0 = 6
  if nfreq=31 || nfreq =0 then AUDC0 = 14
  AUDV0 = nvol
  AUDF0=nfreq
  goto skip_ball_noise
sb01

  
  nfreq = nfreq - 1 : temp5=(nfreq&3) : if temp5 = 1 then nvol=nvol+1
  if nfreq = 255 then AUDF0 = 31 : nfreq =31
  AUDC0 = 6
  if nfreq=31 || nfreq =0 then AUDC0 = 14
  AUDV0 = nvol
  AUDF0=nfreq
  if nfreq = 30 then AUDV0 = 0 : AUDC0 = 0 : ncount=0 : nact=0
skip_ball_noise


	drawscreen

  goto gameloop
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Random Terrain, on Tue Feb 24, 2009 3:21 AM, said:

...
I don't know which would be best. Anyway, here's the code:
Thanks!
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