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_SNDRAW
Samuel Gomes edited this page Nov 8, 2022
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1 revision
The _SNDRAW statement plays sound wave sample frequencies created by a program.
_SNDRAW leftSample[, rightSample][, pipeHandle&]
- The leftSample and rightSample value(s) can be any SINGLE or DOUBLE literal or variable frequency value from -1.0 to 1.0.
- The pipeHandle& parameter refers to the sound pipe opened using _SNDOPENRAW.
- Specifying pipeHandle& allows sound to be played through two or more channels at the same time (version 1.000 and up).
- If only leftSample value is used, the sound will come out of both speakers.
- Using _SNDRAW will pause any currently playing music.
- _SNDRAW is designed for continuous play. It will not produce any sound until a significant number of samples have been queued. No sound is played if only a few samples are queued.
- Ensure that _SNDRAWLEN is comfortably above 0 (until you've actually finished playing sound). If you are getting occasional unintended random clicks, this generally means that _SNDRAWLEN has dropped to 0.
- _SNDRAW is not intended to queue up many minutes worth of sound. It will probably work but will chew up a lot of memory (and if it gets swapped to disk, your sound could be interrupted abruptly).
- _SNDRATE determines how many samples are played per second, but timing is done by the sound card, not your program.
- Do not attempt to use _TIMER or _DELAY or _LIMIT to control the timing of _SNDRAW. You may use them for delays or to limit your program's CPU usage, but how much to queue should only be based on the _SNDRAWLEN.
Sound using a sine wave with _SNDRAW Amplitude * SIN(8 * ATN(1) * Duration * (Frequency / _SNDRATE))
FREQ = 400 'any frequency desired from 36 to 10,000
Pi2 = 8 * ATN(1) '2 * pi
Amplitude = .3 'amplitude of the signal from -1.0 to 1.0
SampleRate = _SNDRATE 'sets the sample rate
FRate = FREQ / SampleRate'
FOR Duration = 0 TO 5 * SampleRate 'play 5 seconds
_SNDRAW Amplitude * SIN(Pi2 * Duration * FRate) 'sine wave
'_SNDRAW Amplitude * SGN(SIN(Pi2 * Duration * FRate)) 'square wave
NEXT
DO: LOOP WHILE _SNDRAWLEN
END
Explanation: The loop Duration is determined by the number of seconds times the _SNDRATE number of samples per second. Square waves can use the same formula with Amplitude * SGN(SIN(8 * ATN(1) * Duration * (Frequency/_SNDRATE))).
A simple ringing bell tone that tapers off.
t = 0
tmp$ = "Sample = ##.##### Time = ##.#####"
LOCATE 1, 60: PRINT "Rate:"; _SNDRATE
DO
'queue some sound
DO WHILE _SNDRAWLEN < 0.1 'you may wish to adjust this
sample = SIN(t * 440 * ATN(1) * 8) '440Hz sine wave (t * 440 * 2π)
sample = sample * EXP(-t * 3) 'fade out eliminates clicks after sound
_SNDRAW sample
t = t + 1 / _SNDRATE 'sound card sample frequency determines time
LOOP
'do other stuff, but it may interrupt sound
LOCATE 1, 1: PRINT USING tmp$; sample; t
LOOP WHILE t < 3.0 'play for 3 seconds
DO WHILE _SNDRAWLEN > 0 'Finish any left over queued sound!
LOOP
END
Routine uses _SNDRAW to display and play 12 notes from octaves 1 through 9.
DIM SHARED rate&
rate& = _SNDRATE
DO
PRINT "Enter the octave 1 to 8 (0 quits!):";
oct% = VAL(INPUT$(1)): PRINT oct%
IF oct% = 0 THEN EXIT DO
octave = oct% - 4 '440 is in the 4th octave, 9th note
COLOR oct% + 1
PRINT USING "Octave: ##"; oct%
FOR Note = 0 TO 11 'notes C to B
fq = FreQ(octave, Note, note$)
PRINT USING "#####.## \\"; fq, note$
PlaySound fq
IF INKEY$ > "" THEN EXIT DO
NEXT
LOOP
END
FUNCTION FreQ (octave, note, note$)
FreQ = 440 * 2 ^ (octave + (note + 3) / 12 - 1) '* 12 note octave starts at C (3 notes up)
note$ = MID$("C C#D D#E F F#G G#A A#B ", note * 2 + 1, 2)
END FUNCTION
SUB PlaySound (frq!) ' plays sine wave fading in and out
SndLoop! = 0
DO WHILE SndLoop! < rate&
_SNDRAW SIN((2 * 4 * ATN(1) * SndLoop! / rate&) * frq!) * EXP(-(SndLoop! / rate&) * 3)
SndLoop! = SndLoop! + 1
LOOP
DO: LOOP WHILE _SNDRAWLEN 'flush the sound playing buffer
END SUB
- _SNDRATE, _SNDRAWLEN
- _SNDOPENRAW, _SNDRAWDONE
- _SNDOPEN
- PLAY, BEEP
- Music Frequency table in SOUND.
- DTMF Phone Demo