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Sound Sensations!
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backsoun.inc
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1985-12-20
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297 lines
{$C-}
{$U-}
{$K-}
{$R-}
{
BGSND.INC
Background Sound for Turbo Pascal
Michael Quinlan
9/17/85
The routines are rather primitive, but could easily be extended.
The sample routines at the end implement something similar to the
BASIC PLAY statement.
}
type BGSItem = record
cnt : integer; { count to load into the 8253-5 timer;
count = 1,193,180 / frequency }
tics : integer { timer tics to maintain the sound;
18.2 tics per second }
end;
_BGSItemP = ^BGSItem;
_BGSCharP = ^Char;
const BGSPlaying : boolean = FALSE; { TRUE while music is playing }
_BGSDSSave : integer = 0;
var _BGSNextItem : _BGSItemP;
_BGSNumItems : integer;
_BGSOldInt1C : _BGSCharP;
_BGSDuration : integer;
function _BGSGetInt(int : integer) : _BGSCharP;
{ call MsDos to get interrupt vector }
var R : record case integer of
1 : (ax, bx, cx, dx, bp, si, di, ds, es, flags : integer);
2 : (al, ah, bl, bh, cl, ch, dl, dh : byte)
end;
begin
with R do begin
ah := $35;
al := int;
MsDos(R);
_BGSGetInt := Ptr(es, bx)
end
end;
procedure _BGSSetInt(int, s, o : integer);
{ call MsDos to set an interrupt vector }
var R : record case integer of
1 : (ax, bx, cx, dx, bp, si, di, ds, es, flags : integer);
2 : (al, ah, bl, bh, cl, ch, dl, dh : byte)
end;
begin
with R do begin
ah := $25;
al := int;
ds := s;
dx := o;
MsDos(R)
end
end;
procedure _BGSPlayNextItem;
{ used internally to begin playing the next sound segment }
begin
_BGSNumItems := _BGSNumItems - 1;
Port[$43] := $B6;
with _BGSNextItem^ do begin
Port[$42] := Lo(cnt);
Port[$42] := Hi(cnt);
_BGSDuration := tics;
if cnt <> 0 then Port[$61] := Port[$61] or $03
end;
_BGSNextItem := Ptr(Seg(_BGSNextItem^), Ofs(_BGSNextItem^) + SizeOf(BGSItem))
end;
procedure _BGSInt1C;
{ Interrupt procedure invoked 18.2 times a second. Decrements a count and
when the count equals zero, selects the next sound segment to play. }
begin
Inline($50/$53/$51/$52/$56/$57/$1E/$06/$FB);
Inline($2E/$A1/_BGSDSSave/$8E/$D8); { move _BGSDSSave to DS reg }
_BGSDuration := _BGSDuration - 1;
if _BGSDuration = 0 then begin
Port[$61] := Port[$61] and $F8;
if _BGSNumItems = 0 then begin
_BGSSetInt($1C, Seg(_BGSOldInt1C^), Ofs(_BGSOldInt1C^));
BGSPlaying := FALSE
end else begin
_BGSPlayNextItem
end
end;
Inline($07/$1F/$5F/$5E/$5A/$59/$5B/$58/$8B/$E5/$5D/$CF)
end;
procedure BGSPlay(n : integer; var items);
{ You call this procedure to play music in the background. You pass the number
of sound segments, and an array with an element for each sound segment. The
array elements are two words each; the first word has the count to be loaded
into the timer (1,193,180 / frequency). The second word has the duration of
the sound segment, in timer tics (18.2 tics per second). }
var item_list : array[0..1000] of BGSItem absolute items;
begin
while BGSPlaying do { wait for previous sounds to finish }
;
if n > 0 then begin
_BGSNumItems := n;
_BGSNextItem := Addr(item_list[0]);
BGSPlaying := TRUE;
_BGSPlayNextItem;
_BGSOldInt1C := _BGSGetInt($1C);
_BGSDSSave := DSeg;
_BGSSetInt($1C, CSeg, Ofs(_BGSInt1C))
end
end;
{**************************************************************************}
{ }
{ Sample Routines }
{ }
{**************************************************************************}
(**)
{$R+}
{$K+}
type s255 = string[255];
var MusicArea : array[1..100] of BGSItem; { contains sound segments }
{ frequency table from Peter Norton's Programmer's Guide to the IBM PC, p. 147 }
const Frequency : array[0..83] of real =
{ C C# D D# E F F# G G# A A# B }
(32.70, 34.65, 36.71, 38.89, 41.20, 43.65, 46.25, 49.00, 51.91, 55.00, 58.27, 61.74,
65.41, 69.30, 73.42, 77.78, 82.41, 87.31, 92.50, 98.00, 103.83, 110.00, 116.54, 123.47,
130.81, 138.59, 146.83, 155.56, 164.81, 174.61, 185.00, 196.00, 207.65, 220.00, 233.08, 246.94,
261.63, 277.18, 293.66, 311.13, 329.63, 349.23, 369.99, 392.00, 415.30, 440.00, 466.16, 493.88,
523.25, 554.37, 587.33, 622.25, 659.26, 698.46, 739.99, 783.99, 830.61, 880.00, 932.33, 987.77,
1046.50, 1108.73, 1174.66, 1244.51, 1378.51, 1396.91, 1479.98, 1567.98, 1661.22, 1760.00, 1864.66, 1975.53,
2093.00, 2217.46, 2349.32, 2489.02, 2637.02, 2793.83, 2959.96, 3135.96, 3322.44, 3520.00, 3729.31, 3951.07);
procedure PlayMusic(s : s255);
{ Accept a string similar to the BASIC PLAY statement. The following are
allowed:
A to G with optional #
Plays the indicated note in the current octave. A # following the letter
indicates sharp. A number following the letter indicates the length of
the note (4 = quarter note, 16 = sixteenth note, 1 = whole note, etc.).
On
Sets the octave to "n". There are 7 octaves, numbered 0 to 6. Each octave
goes from C to B. Octave 3 starts with middle C.
Ln
Sets the default length of following notes. L1 = whole notes, L2 = half
notes, etc. The length can be overridden for a specific note by follow-
ing the note letter with a number.
Pn
Pause. n specifies the length of the pause, just like a note.
Tn
Tempo. Number of quarter notes per minute. Default is 120.
Spaces are allowed between items, but not within items. }
var i, n : integer; { i is the offset in the parameter string;
n is the element number in MusicArea }
cchar : char;
var NoteLength : integer;
Tempo : integer;
CurrentOctave : integer;
function GetNumber : integer;
{ get a number from the parameter string }
{ increments i past the end of the number }
var n : integer;
begin
n := 0;
while (i <= length(s)) and (s[i] in ['0'..'9']) do begin
n := n * 10 + (Ord(s[i]) - Ord('0'));
i := i + 1
end;
GetNumber := n
end;
procedure GetNote;
{ input is a note letter. convert it to two sound segments --
one for the sound then a pause following the sound. }
{ increments i past the current item }
var note : integer;
len : integer;
l : real;
function CheckSharp(n : integer) : integer;
{ check for a sharp following the letter. increments i if one found }
begin
if (i < length(s)) and (s[i] = '#') then begin
i := i + 1;
CheckSharp := n + 1
end else
CheckSharp := n
end; { CheckSharp }
function FreqToCount(f : real) : integer;
{ convert a frequency to a timer count }
begin
FreqToCount := Round(1193180.0 / f)
end; { FreqToCount }
begin { GetNote }
case cchar of
'A' : note := CheckSharp(9);
'B' : note := 11;
'C' : note := CheckSharp(0);
'D' : note := CheckSharp(2);
'E' : note := 4;
'F' : note := CheckSharp(5);
'G' : note := CheckSharp(7)
end;
MusicArea[n].cnt := FreqToCount(Frequency[(CurrentOctave * 12) + note]);
if (s[i] in ['0'..'9']) and (i <= length(s)) then
len := GetNumber
else
len := NoteLength;
l := 18.2 * 60.0 * 4.0 / (Tempo * len);
MusicArea[n].tics := Round(7.0 * l / 8.0);
if MusicArea[n].tics = 0 then MusicArea[n].tics := 1;
n := n + 1;
MusicArea[n].cnt := 0;
MusicArea[n].tics := Round(l / 8.0);
if MusicArea[n].tics = 0 then MusicArea[n].tics := 1;
n := n + 1
end; { GetNote }
procedure GetPause;
{ input is a pause. convert it to a silent sound segment. }
{ increments i past the current item }
var len : integer;
l : real;
begin { GetPause }
MusicArea[n].cnt := 0;
if (s[i] in ['0'..'9']) and (i <= length(s)) then
len := GetNumber
else
len := NoteLength;
l := 18.2 * 60.0 * 4.0 / (Tempo * len);
MusicArea[n].tics := Round(l);
if MusicArea[n].tics = 0 then MusicArea[n].tics := 1;
n := n + 1;
end; { GetPause }
begin
NoteLength := 4;
Tempo := 120;
CurrentOctave := 3;
n := 1;
i := 1;
while i <= length(s) do begin
cchar := s[i];
i := i + 1;
case cchar of
'A'..'G' : GetNote;
'O' : CurrentOctave := GetNumber;
'L' : NoteLength := GetNumber;
'P' : GetPause;
'T' : Tempo := Getnumber
end
end;
BGSPlay(n-1, MusicArea)
end;
begin
writeln('Building music');
PlayMusic('T80 O4 L8 GFE-FGGG P8 FFF4 GB-B-4 GFE-FGGG GFFGFE-');
writeln('Music is playing');
while BGSPlaying do begin { wait for music to end }
if WhereY = 25 then ClrScr;
writeln('The program can continue processing while the music is playing')
end;
writeln('Music is done')
end.
*)