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MooZ Visitor

Joined: 14 May 2002 Posts: 15 Location: France
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Posted: Sun Jan 18, 2004 10:27 pm Post subject: PSG direct d/a problem |
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Hello!
I'm trying to code a tracker (or sequencer i haven't decided yet) and i'm having troubles with direct d/a. I'm trying to output a long sound sample (about 14kb, 7khz unsigned bit and with values between 0x00 and 0x1F) using cpu timer interrupt in order to get good sync. My problem is that the sound volume is really low on pcengine (i'ld like to thank Chris Covell for testing it) and it simply doesn't work with me (nor with yame or rew, but it works well with hugo! ). I tried to read the patent docs on Charles Mc Donald page but ergl... maybe it's my english but i found it "obscure". And Paul Clifford's doc is not very verbose about direct d/a.
Regards,
Vincent
Note: The code was compiled with huc 3.20.
rom:
http://blockos.planet-d.net/files/2004/wav.pce
source code :
http://blockos.planet-d.net/files/2004/wav.c
sound sample :
http://blockos.planet-d.net/files/2004/mario.ub |
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MooZ Visitor

Joined: 14 May 2002 Posts: 15 Location: France
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Posted: Sun Feb 15, 2004 8:43 pm Post subject: |
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Well, after one month of experiment i'm still at the same point :/ I even coded a disassembler in order to find out how sample playback was acheived in games (i looked at final soldier).
I think i could avoid direct d/a by using waveform buffers and cpu timer, but it will be a waste
please help! |
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MooZ Visitor

Joined: 14 May 2002 Posts: 15 Location: France
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Posted: Sun Feb 22, 2004 7:15 pm Post subject: |
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Thanks to xodnizel i found my mistake... it's a very silly one...
When setting the volume i made:
"lda $ff" instead of : "lda #$ff" .... I'm feeling stupid  |
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Kaminari Elder

Joined: 19 Apr 2002 Posts: 1432 Location: Paris, France
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Posted: Mon Feb 23, 2004 12:14 am Post subject: |
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Keep up the good work, it would be fab to finally get a decent tracker for the PC Engine! |
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