laserbeak43

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About laserbeak43

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  1. What programmers want from a designer

    I'd just like people to show up. I've been involved in so many projects that just didnt happen cause everyone said they'd do it, but no one came to work.
  2. Anymore workshops coming up?

    good point. I guess I could read up, I just feel more involved if I'm working on the same thing as everyone else :)
  3. Hello, Are there going to be anymore C++ and or C# workshops? I've missed those and would love to participate at the same pace.
  4. Hello, I'm a hobbyist programmer and have been programming C++ for 10+ years. I'm not a novice, but I'm not even sure if my skill level would be intermediate. I have a big interest in audio and sound design and would love to learn how to implement my ideas. I'd love to partner up with some one or even a group of people and work on projects coming together at least once a week or so. Please let me know!! Malik
  5. Detecting Arrow Key Strokes in a console app

    HAH!! Thank you so much :) Yeah, 0x12 and 0x13 didn't work 0x48 and 0x50 did though. Not sure if i should clean this crappy hack up or experiment more. It looks terrible lol!!
  6. Hello, I'm trying to detect arrow key strokes in a console app, but i'm not sure if my ASCII codes are correct. I've asked on another forum, but it'd probably be a bit more proper to ask here. Quote:Original post by MSDN When reading a function key or an arrow key, each function must be called twice; the first call returns 0 or 0xE0, and the second call returns the actual key code. [source="cpp"]Hmm tried adjusting the volume in main, but that didn't work: //Poll for key state to change volume if(_kbhit()){ if(_getch() == 0xE0){ if(_getch() == 0x19){ if(data.square0 > .019){ data.square0 = data.square0 * -0.8;}} if(_getch() == 0x18){ if(data.square0 < 1.0){ data.square0 = data.square0 * 0.8;}} } } Can anyone help? Thanks
  7. Emulating sound

    i changed the "frames per buffer to 5 from 256" I don't know, i thought it would be the samples. The frequency of my triangle was significantly higher. I'm not even sure if it was still a triangle wave to be honest. -edit- oh a tuto from blargg? this is either going to be very helpful or very confusing :P
  8. Emulating sound

    hello ben, I've been looking at your code on and off, all day. It's pretty cool looking. but i can't fully understand your approach. I'd understand more if i had wrote it myself ( or if there were more comments hehe ). But yeah, I'm trying to do some kind of routine in C, using the portAudio framework but i don't know where to start. Quote:A good sample rate to emulate it at is 44100Hz, as that's the internal frequency used by VGM files. For every sample of audio generated you need to run the emulated PSG for a few clock cycles ((3546895/16)/44100=5.03, so about five PSG clock cycle ticks per generated sample) cool i was wondering how that worked for a while. couldn't figure it out. gonna try that now and see what my triangle sounds like(yeah i know, the SMS didn't have a triangle). Quote:then sample its output (you could take the mean of its output level for each emulated cycle for simple linear resampling, but simply taking the most recent output level and using that sounds good enough to start with). hmm i haven't figured out all of that yet. so far im just using what portaudio offers and sticking an algorithm in that. can you tell me more? or point out an example of this in your code?
  9. Emulating sound

    Hello, I've been trying (for centuries) to learn to write audio programs based off of my favorite game consoles from the 80s. The NES and SMS. I have docs and things for this, http://www.smspower.org/dev/docs/wiki/Sound/PSG http://wiki.nesdev.com/w/index.php/APU but i can't seem to figure out certain things. From where i'm looking. these docs don't really tell me how i would go about writting an emulation of the sound channel. for example: what's the bit depth and sample rate of the audio. The NES has a 4-bit DAC but i'm not sure how i would write one. the SMS audio had a 10 bit frequency counter and 3 square wave channels(sounds easy to do) but what's the sample rate? how many samples would i produce per clock, etc? i've found plenty of docs, but don't even know how to go about starting. I've managed to generate a 110Hz triangle using portaudio.. http://www.gamedev.net/community/forums/topic.asp?topic_id=557802 but that's about it. anyone think they can help? thanks
  10. portaudio: modified patest_saw.c

    my if statements were busted. shoulda looked like if(!(data->left_phase >= 1.0f)) -edit u beat me too it! thanks for looking. The tone im getting now is pretty low. sample rate is 44.1 so um.. add the y cross the t... 110 Hz tone. That's pretty low. does sound like scratchy bass... Thanks for your help. P.S. ur code looks pretty confusing, delta thing and all :P
  11. portaudio: modified patest_saw.c

    i've removed the right signal and as far as i can tell, the left signal is raising and dropping. what do you see in my code that says it isnt?
  12. portaudio: modified patest_saw.c

    Hello, I modified patest_saw.c in the portaudio framework and it stopped making noise. What I did was change the saw algorithm to play a triangle instead: static int patestCallback( const void *inputBuffer, void *outputBuffer, unsigned long framesPerBuffer, const PaStreamCallbackTimeInfo* timeInfo, PaStreamCallbackFlags statusFlags, void *userData ) { /* Cast data passed through stream to our structure. */ paTestData *data = (paTestData*)userData; float *out = (float*)outputBuffer; unsigned int i; (void) inputBuffer; /* Prevent unused variable warning. */ for( i=0; i<framesPerBuffer; i++ ) { *out++ = data->left_phase; /* left */ *out++ = data->right_phase; /* right */ /* Generate simple sawtooth phaser that ranges between -1.0 and 1.0. */ data->left_phase += 0.01f; /* When signal reaches top, drop back down. */ if( data->left_phase >= 1.0f ) data->left_phase -= 2.0f; /* higher pitch so we can distinguish left and right. */ data->right_phase += 0.03f; if( data->right_phase >= 1.0f ) data->right_phase -= 2.0f; } return 0; } to this: static int patestCallback( const void *inputBuffer, void *outputBuffer, unsigned long framesPerBuffer, const PaStreamCallbackTimeInfo* timeInfo, PaStreamCallbackFlags statusFlags, void *userData ) { /* Cast data passed through stream to our structure. */ paTestData *data = (paTestData*)userData; float *out = (float*)outputBuffer; unsigned int i; (void) inputBuffer; /* Prevent unused variable warning. */ unsigned int ud = 1; for( i=0; i<framesPerBuffer; i++ ) { *out++ = data->left_phase; /* left */ //*out++ = data->right_phase; /* right */ switch(ud) { case 1: if(data->left_phase!=(data->left_phase >= 1.0f)) { data->left_phase += 0.01f; }else{ ud = 0; } default: if(data->left_phase!=(data->left_phase <= -1.0f)) { data->left_phase -= 0.01f; }else{ ud = 1; } } /* higher pitch so we can distinguish left and right. */ // data->right_phase += 0.03f; //if( data->right_phase >= 1.0f ) data->right_phase -= 2.0f; } return 0; } the program behaves the exact same way, except for one difference. There's no sound. can someone help? thanks. I realize this might not be the right forum to ask on. I could probably go to KVR or something. My first instinct was to go here though. I'll delete this topic if you think it doesn't belong here. thanks. [Edited by - laserbeak43 on January 1, 2010 5:18:07 PM]
  13. Wierd windows errors!!!(win32 API)

    Yeah that did it. what frustrates me is that i don't see anywhere in the MSDN that says to do that. btw, someone on IRC told me to do that, you wouldn't happen to be that person would you? is 0x501 Vista? i used 0x500 for XP
  14. i just don't get it. i've included windows.h, user32.lib is in my linker includes, and pressing F1 in VS brings the Identifiers up on MSDN, but i still get errors while compiling. can someone please help?? [source = "c++"] /* error C2065: 'SPI_GETWHEELSCROLLLINES' : undeclared identifier error C2065: 'WHEEL_DELTA' : undeclared identifier error C2065: 'WM_MOUSEWHEEL' : undeclared identifier */ ---------------------------------------------------*/ #include <windows.h> ... ... ... case WM_SETTINGCHANGE: SystemParametersInfo (SPI_GETWHEELSCROLLLINES, 0, &ulScrollLines, 0); //ulScrollLines usually equals 3 or 0(for no scrolling) //WHEEL_DELTA equals 120, so iDeltaPerLine will be 40 if(ulScrollLines) { iDeltaPerLine = WHEEL_DELTA / ulScrollLines; }else { iDeltaPerLine = 0; } return 0;
  15. Windows API: wierd LRESULT Error

    Quote:Original post by jafe This is the only error? Sounded like 'LRESULT' is undefined. You included all the headers? edit: If it helps, windef.h holds the definition, typedef LONG_PTR LRESULT; i had only windows.h included. it was a wild error, and i do wish i could reproduce it to see what was wrong.