How to separate music and gunshot sound for AY?

ZXNet echo conference «code.zx»

From Konstantin Zhukov To All 5 October 2006

Hello, All Let's say you compiled music in Sound Tracker PRO or PRO Tracker. But when When playing music on one of the channels, you need to skip some noise effect. Is it possible to mute one of the melody channels so that it does not interfere? effect?

From Alexey Mikheev To All 5 October 2006

Hello, Jukov Juk> Is it possible to mute one of the melody channels so that it does not interfere Juk> effect? Apparently, you will have to modify the player.

From Dmitry Vasilievich Terentyev To All 5 October 2006

Hello Cyrax Inc. read the electronic magazine DejaVu number 10 or 9 there this topic is well covered with examples and sources, as well as a collection of sounds

From Mark Antonov To All 5 October 2006

Hello, Jukov patch the player - there are a bunch of outs in one place, mask the desired channel and display your data, but do not forget that the frequency of the noise and the envelope is set for all 3 channels. a more progressive method has now been invented - using TurboSound - one AY plays music as before, and the second one plays sound effects

From Gavrilov Vitaly To All 6 October 2006

Hello demon_zx At one time I even made an equalizer for AY. True, there is no patching of the player It worked out - I just read the data, changed it and immediately wrote it down. Delay processing was affected by a terrible crash. A similar effect can be seen in the game MortalCombat from Codebusters(?) - when the volume goes down you hear a crackling sound. Hence the moral - instead of outs, you need to register loading into variables (13 pieces), and then they are processed after the player and output in batches. You can get the full power over sound: -volume control -change the channel layout (unless you can do mono) -equalizer (dubious happiness, but still) -pitch and other perversions of tonality - output your sounds when necessary

From Gavrilov Vitaly To All 6 October 2006

Hello, key-jee I also found the sources.rar archive in the appendix to the latest InfoGuide and in here is the source code of the pt2/pt3 player, where you can write your own output to the ports - that’s all the data is formed in an array. Author - S.V.Bulba

From Ivan Petukhov To All 6 October 2006

Hello Vitamin At one time, siril/4d upgraded the pt3 player (without knowing either the format or being able to properly program) adding to it the processing of data from OUT registers .. As a result, it added a function for changing layouts on the fly stereo (you could play at least one single channel in all), plug any channels, equalizer and changing volume plates to emulate the sound of AY to YM and vice versa.. So there is nothing very complicated in this - there would be a desire.

From Alexander Shushkov To All 7 October 2006

Hello, The Exploited The> will not work What exactly won't work? There is no need to touch the player. You need to write a player sounds.

From Alexander Shushkov To All 7 October 2006

Hello new art new> This is the most crappy solution. new> Surely the game will have the ability to disable effects, so new> you turn off the effects, but the music will still remain defective. new> Patching the player will take 5 minutes, write your own effects player new> a few more hours. Who needs what... It’s better to order a universal player from a professional that can also provide sounds reproduce. Then you won't have to reinvent the wheel every time.

From Mark Antonov To All 8 October 2006

Hello axor axo> What exactly will not work? There is no need to touch the player. Need to write axo> sound player. patch the player - in any case. in the original it is still always, every interrupt writes all registers including and the channel that is not used in melodies

From Andrey Bogdanovich To All 9 October 2006

Hello, The Exploited Depending on the melody, you select the channel that best outputs sounds (to the melody was less distorted), then you make a CALL player and display your outs effects. I don’t see much point in jamming the channel beforehand, the effects are usually short and quickly played. In code it looks like this: on interrupts: CALL MUSIC CALL SPLAY If you need to play the effect, do this: LD HL,SOUND1 LD (SONG),HL Code SPLAY; ┌─-; CODE ─── SPLAY LD HL,(SONG) INC H DEC H RET Z LD BC,#FFFD LD A,4 OUT(C),A LD B,#BF LD A,(HL) OUT(C),A INC HL LD B,#FF LD A,5 OUT(C),A LD B,#BF LD A,(HL) OUT(C),A LD B,#FF LD A,7 OUT(C),A INC HL IN A,(C) AND #DB OR(HL) LD B,#BF OUT(C),A INC HL LD A,#0A LD B,#FF OUT(C),A LD B,#BF LD A,(HL) OUT(C),A INC HL LD (SONG),HL LD A,(HL) OR A RET NZ LD(SONG+1),A (here checks whether the music is on, if so, then Z) RET Z XOR A LD BC,#FFFD LD A,7 OUT(C),A IN A,(C) OR 36 LD B,#BF OUT(C),A RET SONG DEFW 0 SOUND1 DEFB 180,10,32,10 ;ONE. KV. DEFB 180,10,32,11 DEFB 250,9,32,12 DEFB 250,9,32,13 DEFB 240,9,32,14 DEFB 240,9,32,15 DEFB 230,9,32,15 DEFB 230,9,32,15 DEFB 220,9,32,14 DEFB 220,9,32,13 DEFB 210,9,32,12 DEFB 210,9,32,11 DEFB 200,9,32,10 DEFB 200,9,32,8 DEFB 190,9,32,6 DEFB 190,9,32,5 DEFB 180,9,32,3 DEFB 180,9,32,2 DEFB 0 └── CODE ───

From Witch Doctor To All 18 November 2006

Hello Specter in general this is true... about the bicycle... :(

From Andrey Polikhanenko To All 19 January 2007

Hello, The Exploited The> will not work See CSC:DejaVu. There's just 2-channel (2Hewart - not defective!) music with effects on channel 3. Wow, everything works, it's amazing!.. :)