HK = [ Faqs ] [ Archive ] [ Community ] [ Map ] [ Search ] [ Link ] = HK
[ Newsletter ] [ MailingList ] [ Blog ] [ Updates ] [ News ]
     
 
Torna al Demo-H-Scene-Menu

HK-MUSIC
ANSI MUSIC
by Jack Dybczak
It's Really simple to create this music. Hopefully many more will start using those codes inside online games etc.

Small examples:
O3 Sets octave 3 T120 Sets tempo to 120 (default)
You can use several statements on each line. Could it be more simple. It's exactly the same command as the BASIC command called PLAY from IBM BASIC or GW-BASIC and all those.

MUSIC:

Syntax: ESC[MF T120 O2C8D8E8F8G8 (All lines must end With ASCII 14)

Music Strings in the BASIC Play format are supported. Multiple Strings per line may be entered.

Music Strings should begin With the Characters "[M" where is a True ESC Character (DEC 27, Hex 1B). Please refer to your BASIC manual For information on the BASIC Play commands. The following are all valid for beginning a Music String in SMILE: MF, MB, MN, ML, MS, M . Although MB (Music Background) is valid, True backgroud music is not supported.

Music Strings should end With the musical note Character (DEC 14, Hex 0E, CTRL-N). if this Character is missing, SMILE will look For the next ESC Character or the end-of-line marker to terminate the music String. This option was added to try and catch as many incorrectly formated music Strings as possible. However, for compatiblity With other viewers, I suggest you always end your music Strings With CTRL-N (DEC 14)

Sound: ( Thanks to Julie Ibarra, author of ANSIPLAY For this idea )

Syntax: ESC[MF Freq; Duration; Cycles; CycleDelay;Variation (DEC14)

Custom Sounds are supported in SMILE by using a Sound CODE similar to that found in BASIC and the Program ANSIPLAY. However, the Sound generator in SMILE differs from the Sound command in BASIC. Therefore, different frequency values must be used to produce the musical notes. These are listed somewhere down the page.

The Sound statement must begin and end in the same manner discussed above For a normal music String. The Sound CODE consists of the following parameters serparated by a semicolon (;) :

FREQ : Frequency of note to be played. The affective range of frequencies is 0 to 7904. (0..65535) DURATION : Time, in milliseconds, the note should be played. (0..65535) CYCLES : Number of times to Repeat Frequency/Duration. (0..65535) Delay : Time, in milliseconds, between cycles. (0..65535) VarIATION: Frequency value is changed by this number for each CYCLE the note is played. (-65535..65535)
(NOTE: 1 second = 1000 milliseconds)

Press ESC to Exit a DURATION or Delay action. You may have to press ESC a couple of times to completely Exit a Sound sequence.

Sound CODE Musical Note Frequency Values (7 Octives):
C
C#
D
D#
E
F
F#
G
G#
A
A#
B
65
69
73
78
82
87
92
98
104
110
116
123
131
139
147
156
165
175
185
196
208
220
233
247
262
278
294
312
330
350
370
392
416
440
466
494
524
556
588
624
660
700
740
784
832
880
932
988
1048
1112
1176
1248
1320
1400
1480
1568
1664
1760
1864
1976
2096
2224
2352
2496
2640
2800
2960
3136
3328
3520
3728
3952
4192
4448
4704
4992
5280
5600
5920
6272
6656
7040
7456
7904

One advantage of the Sound CODE is the ability to place a PAUSE in your ANSI screens Without having to use a multitude of ESC[s codes. Just use a Sound CODE With the Delay set very high to get a pause. For example,

ESC[MF ;;;60000

would pause your ANSI Screen For 60 seconds, or Until a key is pressed when viewing it With SMILE. Remember, these Sound CODES are not supported by bulletin boards...(yet)!

[ Top ]

Released By DaMe`
Visits [1459460]