A bit more work to use the usual "play each sample twice to heighten the volume and drown the carrier", Glider for Apple II sounds good now, I think?
Commit: https://github.com/colinleroy/a2tools/commit/82b659311486d843f96ab27971b3f0cd49840821
A bit more work to use the usual "play each sample twice to heighten the volume and drown the carrier", Glider for Apple II sounds good now, I think?
Commit: https://github.com/colinleroy/a2tools/commit/82b659311486d843f96ab27971b3f0cd49840821
"I'm back on my bullshit."
The sound player and a sound sample asm files look like utter shit. But it works.
The sound generator has duty cycle functions that PWM the speaker. It is 4.4kB. The sound clip function jumps to each appropriate level. Each is about 600 bytes for 0.02 seconds. (It would be 24kB for one second of sound).
I have added sound! After the #Wozamp project, I couldn't settle on manually tickling $C030, so I've tested a thing.
I can play samples at 8kHz with a precision of 7 bits... As long as they're very very short to fit in memory.
The sound player and samples are generated by C code.
Commit: https://github.com/colinleroy/a2tools/commit/db409caccc53b2298719ea159d1d5a8d9b36f47d
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