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Authentic Pong Sounds


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#1 Primordial Ooze OFFLINE  

Primordial Ooze

    Dragonstomper

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Posted Wed Apr 16, 2008 10:05 PM

Does anyone know what frequency, tone and volume i would use to get "authentic" versons of the two boink and buzzing sound effects?

Sincerely,

Open Source Pong

#2 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

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Posted Wed Apr 16, 2008 10:22 PM

View PostOpen Source Pong, on Thu Apr 17, 2008 12:05 AM, said:

Does anyone know what frequency, tone and volume i would use to get "authentic" versions of the two boink and buzzing sound effects?
Does it seem like the following video has the authentic sounds:



Somebody might already know the volume, tone, and frequency, but until they see your post and if that video has the correct sounds, it wouldn't hurt to hunt for similar sounds using Tone Toy 2008:

http://www.atariage....howtopic=123441

You might find the sounds on your own before somebody gets a chance to post the answer.

#3 Primordial Ooze OFFLINE  

Primordial Ooze

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Posted Wed Apr 16, 2008 10:42 PM

I tried it already and thats how i got the sounds i'm using now. Unfortenatly i wasn't able to reproduce the "authentic" sounds that way. I'm hoping someone who knows will read this and post it.

Sincerely,

Open Source Pong

#4 supercat OFFLINE  

supercat

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Posted Wed Apr 16, 2008 10:59 PM

View PostOpen Source Pong, on Wed Apr 16, 2008 11:05 PM, said:

Does anyone know what frequency, tone and volume i would use to get "authentic" versons of the two boink and buzzing sound effects?

Not sure about duration, but for the "hit" sound you should set AUDC0 and AUDF0 to zero for the first six lines of each frame, and set AUDC0 to 4 and AUDF0 to 31 for the remainder.

I don't think the 2600 can do a perfect job with the "score" sound, but you should probably come pretty close if you use AUDC0 and AUDF0 both equal zero for six lines, and AUDC0=12/AUDF0=10 for the remainder.

#5 Primordial Ooze OFFLINE  

Primordial Ooze

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Posted Thu Apr 17, 2008 8:45 AM

I just finished adding the "authentic" sound effects and wanted to share the source with the community. The only problem i'm having is a warning is being issued on lines 249, 251 considering the lines being too long. So far this hasn't been a problem, but i want to know if there is some way to split the line up into 2 pieces with the second piece being the buzzer sound. Well theres the source in its entire glory:
   rem Open Source Pong
   rem an Open Source Pong Remake
   rem Updated: April 11, 2008
   rem Website: http://opensourcepong.freepgs.com

   rem setup all the game variables
   
   rem set the rom size
   set romsize 2k
   
   rem turn on smartbranching
   set smartbranching on

   rem define the number of player scores
   const playerscores = 2
   
   rem define noscores constant
   const noscore = 1
   
   rem set kernel options
   rem readpaddle - set it so the paddle controlers are read
   set kernel_options no_blank_lines readpaddle

   rem set an alias for the ball's x velocity
   dim ballvx = a

   rem set an alias for the ball's y velocity
   dim ballvy = b
   
   rem set an alias for troggling the 2 player mode
   dim vsplayer = c
   
   rem set an alias to determine if sound effects
   rem should be playing
   dim sfxplaying = d
   
   rem set an alias to keep track of how many frames the
   rem sound effects have played
   dim sfxtimer = e
   
   rem color the background green
   COLUBK = 198

   rem set the color of the playfield to white
   COLUPF = 14

   rem set player 2's score color to his sprite color
   player0scorecolor = $1C
   
   rem set player 1's score color to his sprite color
   player1scorecolor = $8C
   
   rem clear the playfield
   pfclear
   
   rem draw the top border of the playfield
   pfhline 0 0 31 on
   
   rem draw the bottom border of the playfield
   pfhline 0 10 31 on
   
   rem bla
   
   rem define player 1's sprite
   player0:
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
end

   rem define player 2's sprite
   player1:
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
   %00011000
end

   rem finished seting up the game variables
   
   rem start a new game and reset everything that was changed during
   rem the course of the game
startNewGame
   rem set player 1's inital x positon
   player0x = 140

   rem set player 1's inital y positon
   player0y = 45
   
   rem if the left switch is set to B, paddle 1 controls the
   rem computers paddle, otherwise paddle controller 2 controlls
   rem it
   if !switchleftb then vsplayer = 1 else vsplayer = 0
   
   rem set player2's inital x positon
   player1x = 15

   rem set player2's inital y positon
   player1y = 45

   rem set ball's inital x positon
   ballx = 80

   rem set ball's inital y positon
   bally = 45

   rem randomly choose the balls x velocity
   temp1 = rand

   rem if the number is less then 128 then the balls x velocity is 1
   rem otherwise the balls x velocity is -1(or -1)
   if temp1 < 128 then ballvx = 1 else ballvx = 255
   
   rem randomly choose the balls y velocity
   temp2 = rand

   rem if the number is less then 128 then the balls y velocity is 1
   rem otherwise the balls y velocity is 255(or -1)
   if temp2 < 128 then ballvy = 1 else ballvy = 255
   
   
   rem reset player 1's score
   player0score = $00

   rem reset player 1's score
   player1score = $00
   
   rem reset the sound playing boolean to 0
   sfxplaying = 0
   
   rem reset the sound effects timer
   sfxtimer = 0

   rem turn off all sound effects from the previous game
   AUDV0 = 0
   
   rem finished reseting all the game variables changed during
   rem the course of the game
   
   rem start of the game loop
gameLoop
   rem if the user presses the reset switch, start a new game
   if switchreset then startNewGame

pauseloop
   rem color player 1's paddle
   COLUP0 = 140

   rem color player 2's paddle
   COLUP1 = 28

   rem if the colorswitch is in the black/white position pause
   rem the game and stop any sound effects already playing
   if switchbw then drawscreen : AUDV0 = 0: goto pauseloop
   
   rem read paddle 0, use it to position player 1 across the screen
   if vsplayer <> 1 then firstpaddle
   
   rem this alternates paddles per frame
   currentpaddle=currentpaddle ^ 1
   
   rem if currentpaddle equals 2 then position the second paddle
   if currentpaddle = 1 then secondpaddle

firstpaddle
  
   rem read paddle 0, use it to position player 1's paddle across the screen
   currentpaddle=0

   rem draw the game screen
   drawscreen
  
   rem set player1's y position to the paddle control's axis
   rem plus 8
   player0y = paddle + 8
  
   rem make sure player 1 doesn't go off the top screen
   if player0y < 16 then player0y = 16
  
   rem make sure player 1 doesn't go off the bottom screen
   if player0y > 79 then player0y = 79
   goto computerai

secondpaddle  
   rem if the 2 player mode is activated then paddle 1 controls the
   rem second paddle
   
   rem read paddle 1, use it to position player 2's paddle across the screen
   currentpaddle = 1
   
   rem draw the game screen
   drawscreen
   
   rem set player 2's y position to the paddle 2's control's axis
   rem plus 8
   player1y = paddle + 8
   
computerai
   rem one player game, player 2's y position to the balls y position
   if vsplayer <> 1 then player1y = bally + 1
  
   rem make sure player 2 doesn't go off the top screen
   if player1y < 16 then player1y = 16
  
   rem make sure player 2 doesn't go off the bottom screen
   if player1y > 79 then player1y = 79
   
   rem move the ball
   ballx = ballx + ballvx
   bally = bally + ballvy
   
   rem make sure the ball doesn't go off the top screen
   if bally < 9 then ballvy = -ballvy
   
   rem make sure the ball doesn't go off the bottom screen
   if bally > 77 then ballvy = -ballvy
   
   rem if the ball collides with player 1's paddle
   rem play the pure tone with a frequency of 4 and volume of 10
   rem move the ball a bit so it doesn't stick
   rem and reverse its x velocity
   if collision(player0, ball) then sfxplaying = 1 : AUDC0 = 4 : AUDF0 = 31 : AUDV0 = 10 : ballx = ballx - 3 : ballvx = 0 - ballvx

   rem if the ball collides with player 2's paddle
   rem play the pure tone with a frequency of 5 and volume of 10
   rem move the ball a bit so it doesn't stick
   rem and reverse its x velocity
   if collision(player1, ball) then sfxplaying = 1 : AUDC0 = 4 : AUDF0 = 31 : AUDV0 = 10 : ballx = ballx + 3 : ballvx = 0 - ballvx
   
   rem if the ball goes past player 1's paddle
   rem increase player 2's score by 1
   rem play the score sound
   rem have the player serve the ball
   rem reverse the balls x velocity
   if ballx > 160 then player0score = addbcd(player0score,1) : sfxplaying = 1 : AUDC0 = 10 : AUDF0 = 9 : AUDV0 = 10 : ballx = player0x - 3 : bally = player0y - 3 : ballvx = 0 - ballvx
   
   rem if the ball goes past the computer paddle
   rem increase player 1's score by 1
   rem play the score sound
   rem have the computer serve the ball
   rem reverse the balls x velocity
   if ballx < 1 then player1score = addbcd(player1score,1) : sfxplaying = 1 : AUDC0 = 10 : AUDF0 = 9 : AUDV0 = 10 : ballx = player1x + 6 : bally = player1y - 3 : ballvx = 0 - ballvx
   
   rem if the a effect is playing update the sound timer
   if sfxplaying = 1 then sfxtimer = sfxtimer + 1
   
   rem if the sound effect timer is 60 frames, stop the sound effect
   if sfxtimer = 30 then sfxplaying = 0 : sfxtimer = 0 : AUDV0 = 0
   
   rem if player 1 or player 2 scores 11 points then its game
   if player0score > $10 || player1score > $10 then goto gameover
   
   goto gameLoop
   
   rem end of the game loop code, restart the game loop
   
   rem code for handling when either players score  reaches 11
   rem and its gameover
gameover
   rem if the user presses the reset switch, start a new game
   if switchreset then startNewGame
   
   rem color player 1's paddle
   COLUP0 = 140

   rem color player 2's paddle
   COLUP1 = 28   

   rem draw the screen
   drawscreen
   
   rem if the user presses the fire button, start a new game
   if joy0left then startNewGame
   
   rem otherwise just keep looping
   goto gameover

   rem inline bcd math helper
   inline bcd_math.asm

   rem inline for player scores multikernel
   inline playerscores.asm

Sincerely,

Open Source Pong

Edited by Open Source Pong, Thu Apr 17, 2008 10:04 AM.





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