; 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 ; ; BOTH VOICES ARE ASKED FOR NOTE 60. The octave between them is in their patches, which is ; M3: a patch belongs to its channel, so four of them can be up at once. Under a device where ; it did not, the second patch loaded would own both voices and they would sound in unison. ; ; 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: ; A patch each, in the format SoundPatch writes: a count and that many pairs. They differ in ; ONE parameter - the octave - and VoiceStart gives the low one to voice 0 and the high one ; to voice 1. If a patch belonged to the device rather than to its channel the second would ; overwrite the first and both voices would sound the same. SETD.0 MyPatches SETD.1 PatchTable STD.0.1 SETD.0 MySequences SETD.1 SequenceTable STD.0.1 SETD.0 MyVoiceStart SETD.1 VoiceStartAt STD.0.1 SETD.0 Order0 SETD.1 Voice0 STD.0.1 SETD.0 Order1 SETD.1 Voice1 STD.0.1 SETD.0 Order2 SETD.1 Voice2 STD.0.1 SETD.0 Order3 SETD.1 Voice3 STD.0.1 CALL startVoices 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 ; Sixteen ticks. B survives the calls below, because a CALL saves it. INIB 0d16 tickLoop: SETD.1 Voice0 RSTA CALL stepVoice SETD.1 Voice1 INIA 0d1 CALL stepVoice DECB BRB lastTick WAIT BRI tickLoop lastTick: ; The last step started a note and nothing has waited for it yet. Without this the final ; tick is never rendered, and a window measuring it runs off the end of the samples. WAIT done: CIF RSTA OUTA 0x51 HALT tick: RETI #Data ; Middle C, then out of the way, then back - against the octave above doing the opposite. ; ---- The order lists, and what they are for ---- ; ; Four bars of four ticks each, and the SAME TWO SEQUENCES do nearly all of it. Beat is used ; twice by voice 0 and twice by voice 1 - four placings of one phrase, written once, and on ; two different voices, because the voice is a property of where a sequence is placed and not ; of the sequence. ; ; ticks 0-3 4-7 8-11 12-15 ; voice 0 Beat Quiet Beat Switch ; voice 1 Quiet Beat Beat (its order list ends here) Order0: 0d0 0d1 0d0 0d2 0d3 0xFF Order1: 0d1 0d0 0d0 0xFF ; And this one ENDS, so the last bar has voice 1 stopped rather ; than resting. A player that missed the terminator would read ; whatever follows as a sequence index and play it. Order2: 0d3 0xFF Order3: 0d3 0xFF MyPatches: PatchLow PatchHigh MySequences: Beat Quiet Switch Tail ; 0 to 3 MyVoiceStart: 0d0 0d1 0d0 0d0 Beat: 0d60 0d4 ; Note 60 on both voices. The octave between them is their patches. 0xFF Quiet: 0d00 0d4 0xFF Switch: 0x80 0d1 ; Voice 0 takes patch one, which is voice 1's, mid-piece. 0d60 0d4 ; The same note number it has played all along. 0xFF Tail: 0d00 0xFF ; Long enough that nothing runs off the end of its order list. 0xFF ; Seven pairs each, and only the last of them differs: the octave, centred on 128. So the two ; voices below are asked for THE SAME NOTE NUMBER and answer an octave apart, which nothing ; but a patch of their own could do. PatchLow: 0d8 0x00 0d2 ; Saw 0x01 0xFF ; at full gain 0x05 0d1 ; and switched on. 0x20 0d0 ; No attack 0x21 0d0 ; no decay 0x22 0xFF ; and held at full, so a note lasts exactly its ticks 0x23 0d5 ; and goes quickly when the gate drops, which the windows below ; depend on: a note still fading into the next voice's stretch is ; a second pitch in it, and a crossing counter given two answers ; with neither. 0x04 0d128 ; Octave, centred. PatchHigh: 0d8 0x00 0d2 0x01 0xFF 0x05 0d1 0x20 0d0 0x21 0d0 0x22 0xFF 0x23 0d5 0x04 0d129 ; And this one an octave up. #Include player.asm #Vectors Boot start Device 0x50 tick