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uxn/projects/examples/dev.audio.usm
2021-04-22 11:08:06 -07:00

99 lines
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( dev/audio )
%MOD { DUP2 DIV MUL SUB }
(
position in track,
frame: counter for current frame,
only playing every few frames
)
@timer $1
@progress $1
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|30 @Audio [ &wave $2 &env $2 &pad $4 &vol $1 &pitch $1 &play $1 &value $2 &delay $2 &finish $1 ]
|0100 ( -> )
( set color pallete )
#00ff .System/r DEO2
#0f0f .System/g DEO2
#0ff0 .System/b DEO2
;on-frame .Screen/vector DEO2 ( run on-frame every 1/60th of a second )
#ff .Audio/vol DEO ( set volume to max )
;saw .Audio/wave DEO2 ( set waveform to saw for audio engine )
;env .Audio/env DEO2 ( set envelope for audio engine )
BRK
@on-frame ( -> )
( incr ) .timer PEK #01 ADD .timer POK
( skip ) .timer PEK #10 EQU ,&play-note JNZ BRK &play-note
( get note )
;melody #00 .progress PEK ADD2 GET ( -- note )
( play note )
DUP #80 ORA .Audio/pitch DEO ( -- note ) ( OR note with #80 and set the audio pitch to it. )
#01 .Audio/play DEO ( play the note )
( erase last note )
#20 .Screen/color DEO ( draw a dot )
( draw note )
#00 SWP #0004 MUL2 #0100 SUB2 .Screen/y DEO2 ( calculate the y position of a dot. TODO make this not upside down )
#00 .progress PEK #0008 MUL2 .Screen/x DEO2 ( calculate the x position of a dot )
;dot .Screen/addr DEO2 ( set the sprite for a dot )
#21 .Screen/color DEO ( draw a dot )
( incr ) .progress PEK #01 ADD #20 MOD .progress POK
#00 .timer POK
BRK
@silence ( -> )
BRK
( defines a sawtooth wave. )
@saw ( -> )
#6000 .Audio/value DEO2
#0000 .Audio/delay DEO2 ( move to volume #600 after 0 delay )
#0000 .Audio/value DEO2
#ffff .Audio/delay DEO2 ( reach volume 0 after the whole note. Interpolated linearly )
BRK
( defines an envelope )
@env ( -> )
#ffff .Audio/value DEO2
#1000 .Audio/delay DEO2 ( move pretty quickly to volume #ffff (maximum) )
#0000 .Audio/value DEO2
#4000 .Audio/delay DEO2 ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second )
#00 .Audio/finish DEO ( end the envelope )
BRK
( song data, #ff is used for a rest )
@melody [
54 52 54 4f 4b 4f 48 ff
54 52 54 4f 4b 4f 48 ff
54 56 57 56 57 54 56 54
56 52 54 52 54 50 54 ff
]
( dot sprite )
@dot [ 003c 7eff 7e3c 0000 ]