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Pipo DeClown

Playing a Note

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Depends on how you want to play it.

If you''re going to play a single note, it might be easiest to generate it procedurally (procedural sound! yay!)

A simple sound is just a sine wave. All you have to do is adjust the frequence and amplitude of it, and you''ve got your sound. Most sound APIs have a feature by which you provide a callback function that it calls each frame, and that function works out the numerical value of the sample.

Something along the lines of

thisSample = amplitude * sin( timeSinceSoundStart * frequency)

would generate a fairly simple sine wave, I think.

- saving pigs from untimely fates, and when he''s not doing that, runs The Binary Refinery.

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