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- {
- JACK DYBCZAK
- ANSI MUSIC
-
- 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 "<esc>[M"
- where <esc> 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)!