; Four voices on one tick, staggered so that each can be heard on its own. ; ; M2 of the music player. What is being checked is that the voices share the tick and NOTHING ; ELSE: each keeps its own place in its own track and its own count of how long the note it is ; holding lasts, so one can rest while another plays. ; ; Twelve ticks of 125,000 cycles, which is a sixteenth note at 120 beats a minute: ; ; ticks 0-3 voice 0 plays middle C voice 1 rests ; ticks 4-7 voice 0 rests voice 1 plays the C above it ; ticks 8-11 voice 0 plays middle C voice 1 plays the C above it ; ; So the first two windows have one voice in them and can be measured for pitch, and the third ; has both and can be measured for level. Two voices sounding at once cannot be asked their ; pitch - a crossing counter given two notes answers with neither. ; ; THIS IS DELIBERATELY NOT Apps/Play.asm. It shares the design and not the code, and it is ; smaller: no track ever ends here, so there is no live flag and no count of what is still ; playing. What it has is the part worth pinning - a cursor and a countdown per voice, moved ; with LDD and STD. ; ; Written by Anachronaut #Program start: RSTA CALL setUpChannel INIA 0d1 CALL setUpChannel INIA 0x60 OUTA 0x46 ; 125,000 cycles a tick. The period before the control byte, because writing control with ; the run bit set is what loads it. INIA 0x01 OUTA 0x52 INIA 0xE8 OUTA 0x53 INIA 0x48 OUTA 0x54 INIA 0x07 OUTA 0x51 SIF SETD.1 Voice0 SETD.0 Track0 CALL startVoice SETD.1 Voice1 SETD.0 Track1 CALL startVoice ; Twelve ticks. B survives the calls below, because a CALL saves it. INIB 0d12 tickLoop: SETD.1 Voice0 RSTA CALL stepVoice SETD.1 Voice1 INIA 0d1 CALL stepVoice DECB BRB lastTick WAIT BRI tickLoop lastTick: ; The twelfth step started a note and nothing has waited for it yet. Without this the last ; tick is never rendered, and a window measuring it runs off the end of the samples. WAIT done: CIF RSTA OUTA 0x51 HALT ; A is the channel and DP1 the voice's four bytes: cursor high, cursor low, count, spare. ; Both survive the CALL that got here. stepVoice: SETD.3 ThisChannel STA.3 DPUP.1 0d2 LDA.1 DECA STA.1 ; One tick less of whatever is sounding. DPDN.1 0d2 BNA stepDone ; The count ran out. Select the channel first: every sound port writes to whichever channel ; was named last, so a voice that forgot would be playing somebody else's part. LDA.3 OUTA 0x41 RSTA OUTA 0x45 ; Let go of the note that just ended. LDD.0.1 ; DP0 is this voice's place in its track. LDA.0 INCD.0 LDB.0 ; How many ticks it lasts. INCD.0 STD.0.1 DPUP.1 0d2 STB.1 ; A is still the note. Zero is a rest: the ticks pass with nothing started. BRA stepDone OUTA 0x44 stepDone: RET ; DP1 a voice, DP0 its track. A count of one, so the first pass fetches the first event. startVoice: STD.0.1 DPUP.1 0d2 INIA 0d1 STA.1 RET ; Held at full and released quickly, so a note lasts exactly its ticks and the boundary ; between two of them is something a counter can find. setUpChannel: OUTA 0x41 RSTA OUTA 0x42 INIA 0d2 OUTA 0x43 ; Saw INIA 0x01 OUTA 0x42 INIA 0xFF OUTA 0x43 INIA 0x05 OUTA 0x42 INIA 0x01 OUTA 0x43 ; Oscillator 0, on and loud. INIA 0x20 OUTA 0x42 RSTA OUTA 0x43 ; No attack INIA 0x21 OUTA 0x42 RSTA OUTA 0x43 ; no decay INIA 0x22 OUTA 0x42 INIA 0xFF OUTA 0x43 ; and held at full. INIA 0x23 OUTA 0x42 INIA 0d5 OUTA 0x43 RET tick: RETI #Data Voice0: 0x00 0x00 0x00 0x00 Voice1: 0x00 0x00 0x00 0x00 ThisChannel: 0x00 ; Middle C, then out of the way, then back - against the octave above doing the opposite. Track0: 0d60 0d4 0d00 0d4 0d60 0d4 0d00 0xFF Track1: 0d00 0d4 0d72 0d4 0d72 0d4 0d00 0xFF #Vectors Boot start Device 0x50 tick