#22496 - keldon - Wed Jun 23, 2004 3:07 am
Rather than examples, I'd just like to go over a few basic terms when it comes to audio synthesis.
Attack relates to when the sound first starts. An attack of 0 makes the volume start immediately at its normal level. This is fine until you want to do the same note twice in a row and you want the volume to gradually increase (not for long, like a second, but so that there is an audible note).
Decay is when the attack has reached full volume and the the note goes down to what is called the sustain level. Decay is like attack, a decay of 0 makes the volume go directly to the sustain level.
Sustain is the volume of the note you would like the sound to remain at after it has 'decayed'
Release is how long the note is played after it is released. A release of 0 means that the note immediately disappears, but increasing the release makes the note gradually fade out (though I'm not sure if the GBA sound module features this)
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I have recently restarted this computer, so all my GBA docs are on the other computer; and I left my USB key with GBA stuff on it downstairs, I'll give you a lot more info within 24 hours if nobody has already given it; but it's very late and I must sleep.
#22498 - poslundc - Wed Jun 23, 2004 3:14 am
If you've already written a mixer before, I would imagine the least effort thing to do would be to record (or "acquire") samples of the beeps, clicks, etc. that you want your game to use and just play them like that through the direct sound FIFOs.
You could go to the trouble of fine-tuning the wave generators to the sounds you want, but why bother?
Dan.