Ruffsta Posted December 29, 2005 Share Posted December 29, 2005 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 Quote Link to comment Share on other sites More sharing options...
Ruffsta Posted December 29, 2005 Author Share Posted December 29, 2005 also, is there an irc# for atariage? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted December 30, 2005 Share Posted December 30, 2005 2.) how many are there?3.) are there demos anywhere to hear them 990916[/snapback] I can't help with the first, but Tone Toy might help with the other two: http://www.atariage.com/forums/index.php?showtopic=77106 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 30, 2005 Share Posted December 30, 2005 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). Quote Link to comment Share on other sites More sharing options...
Ruffsta Posted December 30, 2005 Author Share Posted December 30, 2005 so.. something like this? AUDC0 = $15AUDC1 = $16 AUDF0 = $17 AUDF1 = $18 AUDV0 = $19 AUDV1 = $1A thanks Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 30, 2005 Share Posted December 30, 2005 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. Quote Link to comment Share on other sites More sharing options...
potatohead Posted December 31, 2005 Share Posted December 31, 2005 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. 991266[/snapback] 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... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.