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PSG direct d/a problem

 
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MooZ
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Joined: 14 May 2002
Posts: 15
Location: France

PostPosted: Sun Jan 18, 2004 10:27 pm    Post subject: PSG direct d/a problem Reply with quote

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! Think ). 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
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Joined: 14 May 2002
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Location: France

PostPosted: Sun Feb 15, 2004 8:43 pm    Post subject: Reply with quote

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 Brick wall

please help!
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MooZ
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Joined: 14 May 2002
Posts: 15
Location: France

PostPosted: Sun Feb 22, 2004 7:15 pm    Post subject: Reply with quote

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 Laughing
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Kaminari
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Joined: 19 Apr 2002
Posts: 1432
Location: Paris, France

PostPosted: Mon Feb 23, 2004 12:14 am    Post subject: Reply with quote

Keep up the good work, it would be fab to finally get a decent tracker for the PC Engine!
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