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Groups > comp.sys.apple2.programmer > #3636 > unrolled thread

Sound programming standard across Apple II audio peripherals

Started byanthonypaulo@gmail.com
First post2017-07-06 20:58 -0700
Last post2017-08-15 13:22 -0700
Articles 20 on this page of 42 — 11 participants

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Contents

  Sound programming standard across Apple II audio peripherals anthonypaulo@gmail.com - 2017-07-06 20:58 -0700
    Re: Sound programming standard across Apple II audio peripherals Michael J. Mahon <mjmahon@aol.com> - 2017-07-07 14:24 -0500
      Re: Sound programming standard across Apple II audio peripherals anthonypaulo@gmail.com - 2017-07-07 16:54 -0700
    Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-07 13:25 -0700
      Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-07 13:33 -0700
      Re: Sound programming standard across Apple II audio peripherals anthonypaulo@gmail.com - 2017-07-07 16:59 -0700
        Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-07 17:01 -0700
          Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-08 11:44 -0700
            Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-07-08 11:49 -0700
              Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-09 06:03 -0700
              Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-09 06:08 -0700
                Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-07-09 06:34 -0700
                  Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-09 08:28 -0700
                    Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-07-09 11:08 -0700
                      Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-09 16:28 -0700
                        Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-07-09 16:50 -0700
                        Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-12-19 18:37 -0800
                          Re: Sound programming standard across Apple II audio peripherals Tom Porter <laseractiveguy@gmail.com> - 2017-12-20 16:46 -0800
                            Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-12-20 17:35 -0800
                              Re: Sound programming standard across Apple II audio peripherals Tom Porter <laseractiveguy@gmail.com> - 2017-12-20 18:00 -0800
                              Re: Sound programming standard across Apple II audio peripherals craigslist530a@gmail.com - 2017-12-20 23:05 -0800
                                Re: Sound programming standard across Apple II audio peripherals Tom Porter <laseractiveguy@gmail.com> - 2017-12-21 06:58 -0800
                      Re: Sound programming standard across Apple II audio peripherals qkumba <peter.ferrie@gmail.com> - 2017-07-12 10:12 -0700
                        Re: Sound programming standard across Apple II audio peripherals Anthony Ortiz <anthonypaulo@gmail.com> - 2017-07-12 10:31 -0700
                          Re: Sound programming standard across Apple II audio peripherals qkumba <peter.ferrie@gmail.com> - 2017-07-12 21:38 -0700
                        Re: Sound programming standard across Apple II audio peripherals Michael J. Mahon <mjmahon@aol.com> - 2017-07-12 14:44 -0500
                          Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-12 13:08 -0700
                            Re: Sound programming standard across Apple II audio peripherals Antoine Vignau <antoine.vignau@laposte.net> - 2017-07-12 13:26 -0700
                              Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-12 13:37 -0700
                                Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-12 13:40 -0700
                                  Re: Sound programming standard across Apple II audio peripherals Michael J. Mahon <mjmahon@aol.com> - 2017-07-12 18:12 -0500
                          Re: Sound programming standard across Apple II audio peripherals Anthony Ortiz <anthonypaulo@gmail.com> - 2017-07-12 13:25 -0700
                          Re: Sound programming standard across Apple II audio peripherals qkumba <peter.ferrie@gmail.com> - 2017-07-12 21:42 -0700
                            Re: Sound programming standard across Apple II audio peripherals qkumba <peter.ferrie@gmail.com> - 2017-07-13 09:37 -0700
                              Re: Sound programming standard across Apple II audio peripherals Michael J. Mahon <mjmahon@aol.com> - 2017-07-13 19:14 -0500
                                Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-15 09:46 -0700
                    Re: Sound programming standard across Apple II audio peripherals Michael Pohoreski <michael.pohoreski@gmail.com> - 2017-12-19 18:14 -0800
    Re: Sound programming standard across Apple II audio peripherals James Davis <JPD.Enterprises@outlook.com> - 2017-07-07 13:43 -0700
      Re: Sound programming standard across Apple II audio peripherals anthonypaulo@gmail.com - 2017-07-07 16:03 -0700
    Re: Sound programming standard across Apple II audio peripherals laseractiveguy@gmail.com - 2017-07-12 12:40 -0700
      Re: Sound programming standard across Apple II audio peripherals qkumba <peter.ferrie@gmail.com> - 2017-07-12 21:40 -0700
    Re: Sound programming standard across Apple II audio peripherals Bill Chatfield <billchatfield1@gmail.com> - 2017-08-15 13:22 -0700

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#3636 — Sound programming standard across Apple II audio peripherals

Fromanthonypaulo@gmail.com
Date2017-07-06 20:58 -0700
SubjectSound programming standard across Apple II audio peripherals
Message-ID<66afdbba-0636-45f9-a7ab-e98a3a1029a4@googlegroups.com>
For people interested in generating sound effects/music for their games on the Apple II, is there a standard file format for sounds that can be played across the different devices, such as Apple II speaker, Mockingboard, and Ensoniq, and are there libraries out there for playing said standard? That is, similar to the way the same mp3 file is played via a Sound Blaster, RealTek, or any of those other audio chips where mp3 is the standard but the driver implementation varies?

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#3647

FromMichael J. Mahon <mjmahon@aol.com>
Date2017-07-07 14:24 -0500
Message-ID<doqdnaTvPINoQsLEnZ2dnUU7-b_NnZ2d@giganews.com>
In reply to#3636
<anthonypaulo@gmail.com> wrote:
> For people interested in generating sound effects/music for their games
> on the Apple II, is there a standard file format for sounds that can be
> played across the different devices, such as Apple II speaker,
> Mockingboard, and Ensoniq, and are there libraries out there for playing
> said standard? That is, similar to the way the same mp3 file is played
> via a Sound Blaster, RealTek, or any of those other audio chips where mp3
> is the standard but the driver implementation varies?
> 

No, there isn't. 

Perhaps it's because both the sound capabilities and the code to implement
them are radically different across the hardware you mention. 

-- 
-michael - NadaNet 3.1 and AppleCrate II:  http://michaeljmahon.com

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#3657

Fromanthonypaulo@gmail.com
Date2017-07-07 16:54 -0700
Message-ID<33c9402c-d779-4730-a6cd-e8336612b44b@googlegroups.com>
In reply to#3647
On Friday, July 7, 2017 at 3:24:43 PM UTC-4, mjm...@aol.com wrote:
> <anthonypaulo> wrote:
> > For people interested in generating sound effects/music for their games
> > on the Apple II, is there a standard file format for sounds that can be
> > played across the different devices, such as Apple II speaker,
> > Mockingboard, and Ensoniq, and are there libraries out there for playing
> > said standard? That is, similar to the way the same mp3 file is played
> > via a Sound Blaster, RealTek, or any of those other audio chips where mp3
> > is the standard but the driver implementation varies?
> > 
> 
> No, there isn't. 
> 
> Perhaps it's because both the sound capabilities and the code to implement
> them are radically different across the hardware you mention. 
> 
> -- 
> -michael - NadaNet 3.1 and AppleCrate II:  http://michaeljmahon.com

Hey Michael,

I see you have some Apple II sound experience under your belt (I *really* want to check out your sound programs such as the synth!) and you're pretty hardcore based on your other projects (so you're the one behind the Apple crates!) so I'm taken aback by your reply; surely the sky is no limit for one as capable as you! For example, there are countless numbers of video cards of varying capabilities for the PC, each one with their own driver implementation, and yet Windows provides a level of abstraction and common interface that enables us to communicate with these devices. Surely we can do the same with the Apple II speaker, Mockingboard, Ensoniq, and others, no?  So long as there's some common file formats (ie. wav, mp3, or something more suited for 8/16 bit machines) and an api we should be good to go I would think. For those devices that don't support some capabilities it's no big deal because the implementation will simply ignore it or compensate. For example, the speaker isn't asynchronous? That's okay, as a developer you make an api call in advance to see whether the device is async or not and in the case of the speaker implementation it will come back false and you now have some options :

1) no background music possible so sound-effects mode only and music only during loading screens

or 

2) load in an alternative module of main code that's specially crafted a-la-BilesToad to play music in the background. Naspite Labs SFX seems to be doing the BilesToad thing (no interrupts!) which is pretty impressive; I wanna know whether it's the same idea and if not, how they did it!

Ensoniq is a sampling synthesizer? No problem, the Ensoniq implementation will init the chip in advance with auto-generated samples that will play  the required tones as required by the api...

or whatever we want to do, depends on what we allow via the api.

Do I hear a yea or a nay?

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#3649

Fromlaseractiveguy@gmail.com
Date2017-07-07 13:25 -0700
Message-ID<6cf139a9-2f40-4963-a589-265cbc371f31@googlegroups.com>
In reply to#3636
If you wish to remain with 1bit audio... I have developed the SFX Multi-tasking audio that (although requires 128kb systems) can multi-task along with game code... no interrupts or addition hardware required!  If you haven't seen examples of this... these are the best to date...

DogFighters of Mars 2- Upgraded to the Special Edition within the last week!  Its quite something, the main game is DOG2 on the main menu, but tons of other audio and special features inside too...  multi-tasking 1bit audio at its BEST, arrow keys move, space bar shoots (if available).
https://www.dropbox.com/s/h0yzya36nrue4ho/DOGFIGHTER2%20SPECIAL%20%28r1%29.zip?dl=0

SFX Breakout (Uses Joystick controller).  A small game from my friend I converted to SFX audio).   Another impressive example of SFX!
https://www.dropbox.com/s/4fkrqb2rxoy38fv/SFX%20Breakout.dsk?dl=0

Future SFX games incoming..
TurdFighter -from William Bonner
RiverRaid - Naspite Labs

Contact me offlist if this seems like something your interested in doing for your games, I'll support you with docs, programs to get audio files into the apple and other general help.  I want a ton more SFX audio enhanced games, because they really are something else! 

Tom Porter
Naspite Labs


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#3650

Fromlaseractiveguy@gmail.com
Date2017-07-07 13:33 -0700
Message-ID<5a89b452-c5dd-4610-a8b5-749691bae9b1@googlegroups.com>
In reply to#3649
If you wish to remain with 1bit audio... I have developed the SFX Multi-tasking audio that (although requires 128kb systems) can multi-task along with game code... no interrupts or addition hardware required!  If you haven't seen examples of this... these are the best to date... 

DogFighters of Mars 2- Upgraded to the Special Edition within the last week!  Its quite something, the main game is DOG2 on the main menu, but tons of other audio and special features inside too...  multi-tasking 1bit audio at its BEST, arrow keys move, space bar shoots (if available). 
https://www.dropbox.com/s/h0yzya36nrue4ho/DOGFIGHTER2%20SPECIAL%20%28r1%29.zip?dl=0 

SFX Breakout (Uses Joystick controller).  A small game from my friend I converted to SFX audio).   Another impressive example of SFX! 
https://www.dropbox.com/s/4fkrqb2rxoy38fv/SFX%20Breakout.dsk?dl=0 

Future SFX games incoming.. 
TurdFighter -from William Bonner 
RiverRaid - Naspite Labs 

Contact me offlist if this seems like something your interested in doing for your games, I'll support you with docs, programs to get audio files into the apple and other general help.  I want a ton more SFX audio enhanced games, because they really are something else! 

Also on the horizon is something called "SFX2"... but i'm not ready to announce that yet...

Tom Porter 
Naspite Labs

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#3658

Fromanthonypaulo@gmail.com
Date2017-07-07 16:59 -0700
Message-ID<b7652325-34c7-463e-8788-f2120b28e741@googlegroups.com>
In reply to#3649
On Friday, July 7, 2017 at 4:25:43 PM UTC-4, laserac...@gmail.com wrote:
> If you wish to remain with 1bit audio... I have developed the SFX Multi-tasking audio that (although requires 128kb systems) can multi-task along with game code... no interrupts or addition hardware required!  If you haven't seen examples of this... these are the best to date...
> 
> DogFighters of Mars 2- Upgraded to the Special Edition within the last week!  Its quite something, the main game is DOG2 on the main menu, but tons of other audio and special features inside too...  multi-tasking 1bit audio at its BEST, arrow keys move, space bar shoots (if available).
> https://www.dropbox.com/s/h0yzya36nrue4ho/DOGFIGHTER2%20SPECIAL%20%28r1%29.zip?dl=0
> 
> SFX Breakout (Uses Joystick controller).  A small game from my friend I converted to SFX audio).   Another impressive example of SFX!
> https://www.dropbox.com/s/4fkrqb2rxoy38fv/SFX%20Breakout.dsk?dl=0
> 
> Future SFX games incoming..
> TurdFighter -from William Bonner
> RiverRaid - Naspite Labs
> 
> Contact me offlist if this seems like something your interested in doing for your games, I'll support you with docs, programs to get audio files into the apple and other general help.  I want a ton more SFX audio enhanced games, because they really are something else! 
> 
> Tom Porter
> Naspite Labs

Tom! I just saw your YouTube video demo... What manner of sorcery is this? Are you specially crafting your main loop and game logic cycles to work in perfect unison with the sound generator a-la-BilesToad or have you sold your soul to the devil? You must  confess your secrets and allow us access to your palantir!

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#3659

Fromlaseractiveguy@gmail.com
Date2017-07-07 17:01 -0700
Message-ID<7d6c08d6-9b47-470e-98f6-46b28544913d@googlegroups.com>
In reply to#3658
Look for the links I provided above for those two games... play them, then contact me back... yes it is sorcery!

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#3675

Fromlaseractiveguy@gmail.com
Date2017-07-08 11:44 -0700
Message-ID<63fa46f7-43cd-46d0-a107-b1ebc2cb88a0@googlegroups.com>
In reply to#3659
One of the secrets, is something most people wont think about.  1bit audio is highly criticized as being definitely lo-fi.  This creates popping and hissing, even if its recorded and processed with maximum clarity.  My method has no cycle counting or anything of the sort (I don't even know what BilesToad technology is).  The greatest weakness of 1bit audio also with short gaps doing game code inbetween the 'time slices' of the audio, creates pops and hisses.  In single tone generation, this is very destructive but with recorded media, its almost indistinguishable if you can keep the frequency of calling audio high.  1bit audio's greatest weakness turns out to be one of SFX's greatest strengths!   There is also a lot of little 'tricks' going on under the hood.... but now its a full library that, if the programmer is slightly careful and follows only a few simple rules, you too can have SFX audio inside your games.  I am willing to share the tricks/software/whathaveyou with people serious in using it for their own projects.

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#3676

FromMichael Pohoreski <michael.pohoreski@gmail.com>
Date2017-07-08 11:49 -0700
Message-ID<60757cb0-161a-4acf-a7fa-8ddb6d812d13@googlegroups.com>
In reply to#3675
On Saturday, July 8, 2017 at 11:44:10 AM UTC-7, laserac...@gmail.com wrote:
> 1bit audio is highly criticized as being definitely lo-fi. 

Depends who you talk to and what frequency you run it.

Sony doesn't think so since they used it for their Super Audio CDs @ 2.8224 MHz.

https://en.wikipedia.org/wiki/Direct_Stream_Digital
https://en.wikipedia.org/wiki/Super_Audio_CD

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#3679

Fromlaseractiveguy@gmail.com
Date2017-07-09 06:03 -0700
Message-ID<36146514-db33-4eae-b3ce-25302fb9ea75@googlegroups.com>
In reply to#3676
You get me about 700mb of ram space on a IIE and I can give you pretty decent audio quality....  getting 2 or so minutes on a floppy disk is pretty darn good I think...

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#3680

Fromlaseractiveguy@gmail.com
Date2017-07-09 06:08 -0700
Message-ID<a9e976ca-8d21-4065-a55b-a525c856206a@googlegroups.com>
In reply to#3676
Your comparing 140kb floppy disks to a CD... that's ridiculous...  there's more power in a $15 dollar modern cd player than an Apple II with all the slots filled...  2 minutes of audio plus game code per side of a floppy is pretty darn good...

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#3682

FromMichael Pohoreski <michael.pohoreski@gmail.com>
Date2017-07-09 06:34 -0700
Message-ID<d8bf9e0a-c2a7-455c-981d-e6bb3521df96@googlegroups.com>
In reply to#3680
On Sunday, July 9, 2017 at 6:08:28 AM UTC-7, laserac...@gmail.com wrote:
> Your comparing 140kb floppy disks to a CD... that's ridiculous...  there's more power in a $15 dollar modern cd player than an Apple II with all the slots filled...  2 minutes of audio plus game code per side of a floppy is pretty darn good...

Of course 2 minutes audio on a 140 KB disk is great! No one is debating _that._

However, I think you are _completely_ missing the point -- the topic is about **1-bit audio and its (perceived) quality (or lack of it.).**

i.e. I was responding to your point about "1bit audio is highly criticized as being definitely lo-fi."

The counter-argument to _that_ is that it depends on the sampling rate.  At a high enough **sampling rate** there is almost no difference in quality from CD's.

The question therefore remains: At what low rates is 1-bit audio good enough?  I don't know the answer to that.

Keep in mind that 1-bit audio is nothing new. It was done back in:

* 1981's Castle Wolfenstein -- https://en.wikipedia.org/wiki/Castle_Wolfenstein
* 1982's Sea Dragon -- https://en.wikipedia.org/wiki/Sea_Dragon_(video_game)

The first time I heard them I had to listen a few times to make out the voice.  Note that voice can be sampled at a much lower rate then music. I.e. telephones used to sample voice at 8 Khz @ 8-bit.

https://dsp.stackexchange.com/questions/22107/why-is-telephone-audio-sampled-at-8-khz

If you are using 1-bit audio for SFX then you most certainly can get away with an extremely low sampling rate.

Personally, I'm not a fan of 1-bit audio -- it strains the ears (& brain) just a tad too much.

But the concept is cool.

And the fact that you have a SFX Multi-tasking system is definitely neat!

As to the quality?  That's debatable but we have to keep in mind that getting anything out of the Apple's "squeaker" is a "miracle." :-)

Understand my point now?

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#3685

Fromlaseractiveguy@gmail.com
Date2017-07-09 08:28 -0700
Message-ID<96b46eb3-7ed4-477c-b254-78cb2cc2a6da@googlegroups.com>
In reply to#3682
Been working hard on this, audio compression in general and my new SFX2 which should at least be available in demo form by end of summer.. it will really make great audio without the overhead of lots of data.

This is about the best compression that can be achieved (I think anyway)... the quality isn't the highest but that wasn't the point of this test.  Pirates of the Caribbean loop... 54 seconds, takes 86 sectors (aka 21.5kb), or only 15% of the disk.   I guess sample rate is close to .40kb per second.  

I cant guarantee speed accurate on a gs...  https://www.dropbox.com/s/zymrlfobvzsqkui/REC%20TEST.DSK?dl=0

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#3687

FromMichael Pohoreski <michael.pohoreski@gmail.com>
Date2017-07-09 11:08 -0700
Message-ID<26964854-2310-4661-a756-a184b9086a62@googlegroups.com>
In reply to#3685
On Sunday, July 9, 2017 at 8:28:42 AM UTC-7, laserac...@gmail.com wrote:

> Pirates of the Caribbean

Wow, I'm impressed. I wasn't expecting quality that high!  Nice job!


CALL-151
0300:A2 00 8E 25 03 A0 14 8C
0308:26 03 D0 18 A0 08 48 A9
0310:08 20 A8 FC 68 0A EA 90
0318:05 8D 30 C0 B0 00 EA EA
0320:EA 88 D0 EA BD 1A DA E8
0328:D0 E2 EE 26 03 AD 26 03
0330:C9 6A D0 D8 60 
BLOAD PIRATE SONG.VOC,A$1400
300G

Disassembly of the player in case anyone is curious ...

- - -8< Secret Sauce - - -

; 1-bit audio playback

Speaker = $C030
WAIT    = $FCA8

        ORG $300

Main  
        LDX #0
        STX GetNote+1   ; *** SELF-MODIFYING
        LDY #$14
        STY GetNote+2   ; *** SELF-MODIFYING
        BNE GetNote
SamePage
        LDY #8          ; BitsPerByte
SameByte
        PHA
        LDA #8          ; Delay, Default=4
        JSR WAIT
        PLA
        ASL
        NOP
        BCC Delay
        STA Speaker
        BCS Delay
Delay
        NOP
        NOP
        NOP
        DEY
        BNE SameByte
GetNote
        LDA $DA1A,X     ; *** SELF-MODIFIED!
        INX
        BNE SamePage
        INC GetNote+2
        LDA GetNote+2
        CMP #$6A        ; End of File, Default=#$96
        BNE SamePage
        RTS

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#3688

Fromlaseractiveguy@gmail.com
Date2017-07-09 16:28 -0700
Message-ID<faef654b-ebbf-4971-a966-ddfa082ff60e@googlegroups.com>
In reply to#3687
This code is almost the exact same as a Computer magazine article in 1986... but the SFX that is based off this is vastly different (for obvious reasons).  The special thing about this is the recording method to use the 2nd lowest available bitrate this code can handle (under normal circumstances you really cant use value speed 8, as its far too few bits per second.   Its a highly crafted combination of equalizer and volume settings.   In normal day to day operations I tend to use value speed 5, along with the equalizer we get some pretty impressive quality music for the data spent.... as shown with DogFighters of Mars 2 (main game).

I have worked on trying to get 1bit PC WAV files into the apple unsuccessfully... and must currently record everything on the back of a IIE.  If we can make some sort of converter that the apple can read (and have the same low bit rates), I think quality can improve almost 100% from what has been achieved so far.   I am not knowledgeable enough about WAV or how non-apple stuff works, so I am unable to do it.   Michael M the sound genius has done it, but his bitrates are very high.  His main focus on his work was quality at any cost... and he did it, but his 'released' program did something like 2.5 seconds... im sure he has prototype stuff on his drive somewhere that can do far better lengths.

SFX2 in the works takes a recorded instrument scale (possibly upto 3 instruments), incorporates it with a midi-converter and the output can have an entire song with a sound font footprint of 2k an instrument, plus the midi/note data.  It again wont have the 'quality' of Mahon's stuff, but the focus is to create a multi-tasking mockingboard audio experience with game code running in the background.  It will suffice for those without expansion hardware!

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#3689

FromMichael Pohoreski <michael.pohoreski@gmail.com>
Date2017-07-09 16:50 -0700
Message-ID<ae29ec0a-80aa-4c61-9905-c42e978ee340@googlegroups.com>
In reply to#3688
On Sunday, July 9, 2017 at 4:28:16 PM UTC-7, laserac...@gmail.com wrote:
>   I am not knowledgeable enough about WAV or how non-apple stuff works,

WAV files are pretty easy to parse / process.
i.e.
http://soundfile.sapp.org/doc/WaveFormat/

Usually they are in PCM format which means uncompressed:

* 8-bit samples are stored as unsigned bytes, ranging from 0 to 255.
* 16-bit samples are stored as 2's-complement signed integers, ranging from -32768 to 32767.


> so I am unable to do it.   Michael M the sound genius has done it, but his bitrates are very high.  

I believe that is the main criticism of 1-bit audio -- you need a "high" (*) bit rate to get anything of decent quality (*)

(*) Where high and quality are subjective.

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#4043

FromMichael Pohoreski <michael.pohoreski@gmail.com>
Date2017-12-19 18:37 -0800
Message-ID<a4b6a4c4-8d0e-4be5-b6e7-3f0c45a2b848@googlegroups.com>
In reply to#3688
On Sunday, July 9, 2017 at 4:28:16 PM UTC-7, Tom Porter wrote:
> This code is almost the exact same as a Computer magazine article in 1986... 

Which magazine was this?

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#4044

FromTom Porter <laseractiveguy@gmail.com>
Date2017-12-20 16:46 -0800
Message-ID<7e1cc70a-8429-4e41-b3d4-420135a1eef5@googlegroups.com>
In reply to#4043
Here is the original (reprint) of that magazine article...
https://www.atarimagazines.com/compute/issue88/Audio_Recorder_For_Apple_II.php

Or you can use my already refined Audio Recorder v3.12 which is styled after the Windows XP recorder...in a nice shell... allows file editing and speed adjustments ect... includes a badly written manual.  Requires 80COL but should work in 64kb mode... also has a disk of audio samples.  Its files are 100% compatible with the magazine article above.
https://www.dropbox.com/s/9nvew2q3ckjyzwh/AUDIO%20RECORDER%20v3.12%20%2B%20Instructions.zip?dl=0

Audio Recording/Playback is one thing... but SFX Multi-tasking is a whole other ball game... try these babies out!

R2D3 Chase++ (works on the APPLE II+ and up)
https://www.dropbox.com/s/j5ag1s26rnj0nt3/r2d3%20chase%2B%2B.dsk?dl=0

Snail 2.5 (requires 128kb)
https://www.dropbox.com/s/3zt74w50aqid84j/SNAIL%20sfx2.5.dsk?dl=0

On the heels of DogFighter2, we are also working on another Big Production SFX Game TREX
https://www.youtube.com/watch?v=UOTU35efogE

All these games require no extra hardware...



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#4045

FromMichael Pohoreski <michael.pohoreski@gmail.com>
Date2017-12-20 17:35 -0800
Message-ID<39484d6a-2ff3-48fb-9829-7ffc9e83d79f@googlegroups.com>
In reply to#4044
Thanks Tom!

Meta-Info for those interested:

Audio Recorder For Apple II
COMPUTE! ISSUE 88 / SEPTEMBER 1987 / PAGE 86

BSAVE RECORDER.PLAYER,A$300,L$6C

0300: A0 08 8C 28 03 A2 00 8E
0308: 27 03 86 FF A0 08 48 A9
0310: 04 20 A8 FC 18 AD 60 C0
0318: 45 FF 10 05 45 FF 85 FF
0320: 38 68 2A 88 D0 E8 9D 00
0328: 08 E8 D0 E0 EE 28 03 AD
0330: 28 03 C9 96 D0 D6 60 A2
0338: 00 8E 5C 03 A0 08 8C 5D
0340: 03 D0 18 A0 08 48 A9 04
0348: 20 A8 FC 68 0A EA 90 05
0350: 8D 30 C0 B0 00 EA EA EA
0358: 88 D0 EA BD 00 08 E8 D0
0360: E2 EE 5D 03 AD 5D 03 C9
0368: 96 D0 D8 60

To Record @ $300
CALL 768

To Playback @ $337
CALL 823


Data defaults to:
Start: $0800
Ends.: $9600

No source was give.  Manual disassembly for RECORDER.PLAYER
(I've documented the player portion previously.)

temp        EQU $FF
WAIT        EQU $FCA8
TAPEIN      EQU $C060
DATA_BEG    EQU $0800
DATE_END    EQU $9600
            
        ORG $300

        LDY #>DATA_BEG
        STY Dst+2
        LDX #<DATA_BEG
        STX Dst+1
        STX temp

SamePage
        LDY #8
Bits
        PHA
        LDA #4
        JSR WAIT
        CLC
        LDA TAPEIN
        EOR temp
        BPL Low 
        EOR temp
        STA temp
        SEC
Low
        PLA
        ROL
        DEY
        BNE Bits
        INX
Dst
        STA $0800,X  ; **SELF-MODIFIED**
        INX
        BNE SamePage
        INC Dst+2
        LDA Dst+2
        CMP #>DATE_END
        BNE SamePage
        RTS

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#4046

FromTom Porter <laseractiveguy@gmail.com>
Date2017-12-20 18:00 -0800
Message-ID<35951470-18ce-4abf-9b47-93ed07148556@googlegroups.com>
In reply to#4045
When I first found it, I found it confusing to use so I wrote a mini program (dubbed Recorder 1.00) to help me keep everything straight...

 1  PRINT  CHR$ (4);"PR#3"
 10  HOME 
 11  PRINT "                 ** RECORDER INSTRUCTIONS... FROM PROMPTS **"
 12  PRINT "==============================================================================="
 13  PRINT "   RECORDER IS LOADED....  BLOAD (MUSIC FILE) IF PLAYBACK DESIRED": PRINT 
 14  PRINT "               RECORD: (CALL 768)    PLAY: (CALL 823)": PRINT 
 16  PRINT "   TO CHANGE SIZE/LENGTH OF RECORDING:    (DEFAULT 8 & 150):"
 17  PRINT "               START: (POKE 769,PAGE)  END: (POKE 819,PAGE)"
 18  PRINT "                      (POKE 829,PAGE)       (POKE 872,PAGE)": PRINT 
 20  PRINT "   TO CHANGE RECORDING QUALITY/SPEED:     (DEFAULT IS 4)"
 21  PRINT "               (POKE 784,X)     (1) APX 15 SECONDS"
 22  PRINT "               (POKE 839,X)     (4) APX 40 SECONDS": PRINT 
 25  PRINT "   TO SAVE:    TYPE (POKE 43364,255)"
 26  PRINT "               (BSAVE NAME,A2048,L(PAGES-8)*256"
 30  PRINT  CHR$ (4);"BLOAD RECORDER.DAT"

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