fir wrote:
fir wrote:
than i run the playback just from teh screen data
so i can play bitmap data like sorta of bitmap
gramophone (hovever playing bitmaps genarally makes
mostly if not ony some buzzes not much interesting)
i mean normal graphical bitmaps sound like buzzes
whan those that are generated from loaded vaw - it is those
who are mess soound like music
so regular imeges give buzes but mess images give music
some things showed imo
1) the vaves seem to be 16 bit signed, so drawing it as a bitmap
not fully works cos -min and +max have nearly the same color on screen
(0x8000 is lowest 0x7fff is max)where 0 sound and -1 sound have quite different colors 0x0000 and 0xffff) - but at least it seems i generati
it right (?)
unsigned short val=amplitude*127*256*sin(t);
i rewritten the code
void buffer_add_sinwave(int len, float amplitude, float hz)
{
for(int i=wave_pos; i<wave_pos+len; i++)
{
if(i>big_ofscreen_buffer_size_x*big_ofscreen_buffer_size_y) continue;
float cycle = 22050.0/hz;
float t = 2*M_PI*fmod(i,cycle)/cycle;
unsigned short val=amplitude*127*256*sin(t);
big_ofscreen_buffer[i] = val;
}
wave_pos+=len;
return;
}
but there seem to be a problem with high frequenzy at all
and i seem not to understand something
if 20.1 khz is 20100 pixels per second (send to waveOut which is set to
take 20.1khz 16 bit 1 channel) then how i can draw 20.1 khz when
one 'period' 'wave' is 1 pixel ? it seems i could draw at most 10.06 khz
az tost when one wave will be then 2 pixels width - hovever if i draw it
it seem al sound a lot higher
this overally might mean i should possibly sqwitch to 44.2 khz or even more
to ba able to draw 22 kh with 2 pixels or more
istnt it?
(i know maybe nobody here was doing such lowlewel audio but i post it
becouse it seem generally lowlewel in interestuing - and c is big part
about lowlewel imo)
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