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- ********************************************************************
- * *
- * Documentation for "Sounds Good" *
- * *
- ********************************************************************
-
-
- Sounds Good is a sound editor for the PC speaker. It lets you create,
- edit, and play sounds that can be used in your programs. The sounds
- that you create can be saved to disk and loaded in you program.
-
-
- The Sounds Good archived file should contain the following files:
- SG.EXE - the sound editor program
- SG_C.H - an include file for C programs
- C_EXMPL1.C - a C example program in small memory model
- C_EXMPL2.C - a C example program in large memory model
- B_EXMPLE.BAS - a QuickBASIC example program
- SG_BASIC.LIB - the BASIC library
- SG_CPAS.LIB - the C and Pascal library
- CRAZY.SRC
- CRAZY.SND
- RACES.SRC
- RACES.SND
-
- Along with the Sounds Good editor program is a set of library routines
- that let you easily use the sounds you've created in your programs.
- They are interrupt driven too, so after the sounds are started, you
- can do other things.
-
- The editor program is very easy to use. There are four fields--function
- selections, editable source code, sound on/off, and disk functions.
-
-
-
- Function Selections:
-
- To select this field (it's selected when the program first runs), press 'F.'
- You'll see the "<F>unction" text highlight and the cursor will move up and
- down the selections.
-
- To place one of the functions into the edit box, just press return when
- the function you want is highlighted. There's a maximum of 100 functions
- that can be placed in the edit window.
-
- The functions give you a general idea of what each of the arguments for
- each function does.
-
-
- Edit Window:
-
- If you want to edit the arguments in the functions, press 'E' and the
- "<E>dit text will highlight. You can then scroll through the sounds that
- have been placed in the list. To edit the default arguments for any
- function, just highlight it and press return. You'll then be able to
- adjust the values and get the sound you want.
-
-
- Play:
-
- To start a sound press 'P.' You'll see the "<P>lay" text highlight. Then
- highlight the appropriate choice.
-
-
- Disk:
-
- Press 'D' to use the disk functions. When you save to disk, two files
- will be written. The one with the .SRC extension is the source code and
- the one with the .SND extension is the sound data that you'll load
- into your programs.
-
-
-
- The Functions:
-
- -Editible Sounds:
-
- Tone [Frq] [Del]
- Frq - Frequency in Hertz
- Del - Delay in 1/18th seconds
-
- Silence [Del]
- Del - Delay in 1/18th seconds
-
- Ascend [Frq] [Frq] [Del] [Cnt] [Step]
- Frq - Starting frequency in Hertz
- Frq - Ending frequency in Hertz
- Del - Delay in 1/18th seconds between steps
- Cnt - Number of repeats
- Step - Amount of increase
-
- Descend [Frq] [Frq] [Del] [Cnt] [Step]
- Frq - Starting frequency in Hertz
- Frq - Ending frequency in Hertz
- Del - Delay in 1/18th seconds between steps
- Cnt - Number of repeats
- Step - Amount of decrease
-
- Trill [Frq] [Frq] [Del] [Cnt]
- Frq - Starting frequency in Hertz
- Frq - Ending frequency in Hertz
- Del - Delay in 1/18th seconds between the interval
- Cnt - Number of repeats
-
- Interval [Frq] [Frq] [Del] [Cnt] [Step]
- Frq - Starting frequency in Hertz
- Frq - Ending frequency in Hertz
- Del - Delay in 1/18th seconds between interval
- Cnt - Number of repeats
- Step - Amount of increase for each successive interval
-
- On/Off [Frq] [Del] [Cnt]
- Frq - Frequency in Hertz
- Del - Delay in 1/18th seconds
- Cnt - Number of repeats
-
- -Predefined Sounds
-
- Siren
- Whistle
- Alarm
- Gun
- Blast
-
-
- Sound Frequencies:
-
- Here is a partial list of some sound frequencies.
-
- Note Frequency
-
- C 131
- D 147
- E 165
- F 175
- G 196
- A 220
- B 247
- C 262
- D 294
- E 330
- F 349
- G 392
- A 440
- B 494
- C 523
- D 587
- E 659
- F 698
- G 784
- A 880
- B 988
- C 1046
- D 1175
- E 1318
- F 1397
- G 1568
- A 1760
- B 1975
-
-
- Programming:
-
- First, make sure that your linker links in the appropriate library file.
-
-
- -Installing the interrupt
-
- You have to turn the interupt on before the sounds will play. At the
- beginning of your progrgam (or at least before you begin any sounds)
- make the following call.
-
- BASIC
- call installit
-
- C
- installit();
-
- Pascal
- call installit;
-
- -Removing the interrupt
-
- You have to remove the interrupt before exiting the program or the
- computer will crash. Make the following call before exiting.
-
- BASIC
- call removeit
-
- C
- removeit();
-
- Pascal
- call removeit;
-
-
- -Starting a sound
-
- The sound routines update themselves and behave exactly as those in the
- sound editor. You'll have to first load the sounds into the buffer.
-
- BASIC
- REM sound is already loaded
- calls dosound( soundbuffer$ )
-
- C
- dosound( soundbuffer );
-
- Pascal
- dosound( soundbuffer );
-
-
- -Finding out how many events remain
-
- Use the following routine to determine how much of the sound remains
- in the queue. Returns a value if there are events even if the sound is
- paused.
-
- BASIC
- calls eventsleft( events% )
-
- C
- events = eventsleft();
-
- Pascal
- events = eventsleft;
-
-
- -Finding out if there's a sound going on
-
- This is different than the eventsleft call. It returns a non-zero if a
- sound is being played and a zero if no sound is being played. If a sound
- is paused, it will return a zero.
-
- BASIC
- calls soundsareon( soundflag% )
-
- C
- soundflag = soundsareon();
-
- Pascal
- soundflag = soundsareon;
-
- -Pause the sound
-
- BASIC
- call pausesound
-
- C
- pausesound();
-
- Pascal
- pausesound;
-
- -Unpause the sound
-
- BASIC
- call unpausesound
-
- C
- unpausesound();
-
- Pascal
- unpausesound;
-
- You can leave me messages on CompuServe (user number [74676,457])
- or GEnie (mail address R.LEINECKER).
-
- --Rick Leinecker
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