2 negatives gives you a more negative number, and a positive and negative will go back toward 0. If 2 positive numbers run together, you get a bigger positive number. The silent 0 value represents the water level of the lake, a positive number represents a crest, raised up higher than the base level, and a negative number is dipped down from the base level. wav file again, you'll see a similarity between all this. When a crest and a trough collide, they cancel out, going back to the original level of the water. When the troughs (low parts) run together, they dip down even deeper. Well here it is: When the crests (high parts) of 2 waves run into eachother, they push up even higher. wav files together and play them on the same GBA sound channel at the same time? Then you have to throw 2 stones into the lake and try to figure out what happens to the rings they make. wav file on the GBA just like it is and it will sound fine. wav file with the sound waves recorded, so we don't care. So what? They're rings in the water, and we already have a. Guess what? That's just like the high and low air pressure differences of a sound wave. These rings are visible because the water is either raised up or dipped down from the rest of the surface. When you toss a stone into the lake, it makes rings that move outward. Just imagine waves on the surface of a lake. Now back on the physics side of all this, what we really care about is that sounds behave like waves. Positive and negative numbers represent high and low air pressure relative to the silent level. A value of 0 means the air is still and silent. wav file, each byte represents the air pressure measured 1/8000, or 0.000125 seconds apart. These numbers represent the pressure of the air, measured at constant intervals of time. The PCM sound data used by the GBA's sound chip is stored as a stream of signed binary numbers, and is the same as a normal. When those vibrating air molecules bump into your eardrums, you hear a sound. When those air molecules vibrate, they bump into other nearby air molecules, which in turn bump into their neighbors, until all the air molecules in the room are boncing back and forth. When you drop something, like a fork or a spoon, it hits the floor and makes a clink sound, right? That's because the impact with the floor causes the metal to vibrate back and forth at a very high speed (as well as bouncing the whole object back into the air), and when the object vibrates, it causes the air around it to vibrate in the same pattern. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly optimizations (i.e. Sound Mixing - Deku's Tree of Art Sound on the Gameboy AdvanceĪfter how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them.
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