Jump to content



2

game sounds


6 replies to this topic

#1 Ruffsta OFFLINE  

Ruffsta

    Star Raider

  • 78 posts

Posted Thu Dec 29, 2005 3:13 PM

1.) anybody know how to call them and what not?
2.) how many are there?
3.) are there demos anywhere to hear them

and anything else i missed listing..

thanks

#2 Ruffsta OFFLINE  

Ruffsta

    Star Raider

  • 78 posts

Posted Thu Dec 29, 2005 3:45 PM

also, is there an irc# for atariage?

#3 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,927 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Thu Dec 29, 2005 6:26 PM

Ruffsta, on Thu Dec 29, 2005 4:13 PM, said:

2.) how many are there?
3.) are there demos anywhere to hear them

View Post

I can't help with the first, but Tone Toy might help with the other two:

http://www.atariage....showtopic=77106

#4 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!

  • 16,745 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Fri Dec 30, 2005 2:45 AM

1. You cannot "call" any sounds, you have to generated them yourself. There are two channels (0 and 1). Each sound has a volume (register AUDV0/AUDV1), a frequency (AUDF0/1) and a sound type (AUDC0/1).

To make a sound, you have to fill those three registers with some values, wait a while and then stop the sound (AUDV0/1 = 0).

#5 Ruffsta OFFLINE  

Ruffsta

    Star Raider

  • 78 posts

Posted Fri Dec 30, 2005 7:42 AM

so.. something like this?

Quote

AUDC0  =  $15
AUDC1  =  $16
AUDF0  =  $17
AUDF1  =  $18
AUDV0  =  $19
AUDV1  =  $1A

thanks

#6 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!

  • 16,745 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Fri Dec 30, 2005 10:07 AM

Those are the equates for the registers you need for audio. You have to store some meaningful values into those registers. Please check the Stella Programmer's Guide for more details.

#7 potatohead OFFLINE  

potatohead

    River Patroller

  • 3,655 posts
  • Location:Portland, Oregon

Posted Fri Dec 30, 2005 10:12 PM

Thomas Jentzsch, on Fri Dec 30, 2005 11:07 AM, said:

Those are the equates for the registers you need for audio. You have to store some meaningful values into those registers. Please check the Stella Programmer's Guide for more details.

View Post


After looking at that guide, you will find there are two sound channels. Each one can make a variety of tones, ranging from a fairly clean squarewave to noise.

Stuffing numbers into the registers will get you a constant sound. To get the more interesting game sounds, you are going to have to modulate both the pitch and volume and sometimes the noise register through a series of values.

This is something you must do, there is no facility in the 2600 to handle it for you. One good idea is to put your game sounds in your game loops so that the sounds automatically relate to their respective events...




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users