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game sounds


Ruffsta

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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).

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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.

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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...

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