Is there a sanctioned way to play a digitized sound on the IIgs in Applesoft basic? I have a read a few ways of loading square waves of 256 bytes, but the sounds I want to play are substantially larger.Purely from Applesoft could be tricky. Is your goal to be 100% Applesoft, or just to do it without IIgs toolbox support?
Is there a sanctioned way to play a digitized sound on the IIgs in Applesoft basic? I have a read a few ways of loading square waves of 256 bytes, but the sounds I want to play are substantially larger.
On Friday, October 13, 2023 at 3:52:33 PM UTC-7, duhas...@g.com wrote:Purely from Applesoft I'm thinking. Bloading the sound file into memory and then setting up a transfer to the sound RAM. It seems possible, but just not explained clearly anywhere....
Is there a sanctioned way to play a digitized sound on the IIgs in Applesoft basic? I have a read a few ways of loading square waves of 256 bytes, but the sounds I want to play are substantially larger.Purely from Applesoft could be tricky. Is your goal to be 100% Applesoft, or just to do it without IIgs toolbox support?
None of those search terms return anything, or anything useful.Is there a sanctioned way to play a digitized sound on the IIgs in Applesoft basic? I have a read a few ways of loading square waves of 256 bytes, but the sounds I want to play are substantially larger.There are a few Applesoft programs on Asimov to study. Download the site list and look for the words, Ensoniq, Ampersound, Sounds, Frequency.
On Saturday, October 14, 2023 at 10:54:12 AM UTC-4, fadden wrote:
On Friday, October 13, 2023 at 3:52:33 PM UTC-7, duhas...@g.com wrote: >>> Is there a sanctioned way to play a digitized sound on the IIgs in
Applesoft basic? I have a read a few ways of loading square waves ofPurely from Applesoft could be tricky. Is your goal to be 100%
256 bytes, but the sounds I want to play are substantially larger.
Applesoft, or just to do it without IIgs toolbox support?
Purely from Applesoft I'm thinking. Bloading the sound file into memory
and then setting up a transfer to the sound RAM. It seems possible, but
just not explained clearly anywhere....
Purely from Applesoft I'm thinking. Bloading the sound file into memory and then setting up a transfer to the sound RAM. It seems possible, but just not explained clearly anywhere....“Purely” is a non-starter, since PEEK and POKE can’t access sound memory—there will *have* to be some machine code involved. So, the only question is how much and how it’s loaded.
Where do you draw the line for *how* purely you feel you need it to be. ;-)
Are short sequences of machine code OK? How about a machine code libraryPurely? Apparently this guy can play some sound without using anything but peeks and pokes.
of sound-related functions?
--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
if I download a digitized .WAV file of Curly going Nyuk, Nyuk, Nyuk, and strip the first few bytes of info, will that work?
duhas...@gmail.com wrote:Has the format changed over the years? I remember 25 years ago in college downloading .WAV and loading them up in Audiozap or similiar and cutting a little off the front and it playing just fine. I didn't examine them on a byte level, but regardless, if not loading a .WAV, then a raw sound file over 256 bytes long....
if I download a digitized .WAV file of Curly going Nyuk, Nyuk, Nyuk, and strip the first few bytes of info, will that work?MS .wav files are RIFF (Resource Interchange File Format)--a structured resource format similar in concept to a Macintosh or GS/OS resource fork (but without being a forked file). They can contain all manner of
metadata. So getting the waveform data out of them is not as simple as truncating a header off of them. You have to find at least the first
WAVE chunk (there can be more than one), and its associated geometry metadata (sample width, sample rate, etc).
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