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Authentic Pong Sounds


Primordial Ooze

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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:

 

http://www.youtube.com/watch?v=LPkUvfL8T1I

 

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.com/forums/index.php?showtopic=123441

 

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

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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.

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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
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