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''[This article is a stub. You can help by filling it out.]'' | ''[This article is a stub. You can help by filling it out.]'' | ||
The '''#play | The '''#play''' command in [[ZZT-OOP]] allows [[object|objects]] and [[scroll|scrolls]] to play music and sound effects. | ||
== Syntax == | |||
<code>#play <sound></code> | |||
== Sound Format == | == Sound Format == | ||
The general syntax is that parameters come before the notes and drums they modify. | The general syntax is that parameters come before the notes and drums they modify. | ||
All characters not listed below are silently ignored (like comments). | |||
=== Parameters === | |||
{| class="wikitable" | {| class="wikitable" | ||
! Symbol !! Denotes !! Length in Ticks | ! Symbol !! Denotes !! Length in Ticks | ||
|- | |- | ||
Line 33: | Line 38: | ||
|} | |} | ||
The octave and length parameters are reset each line. The default note length is 1 (32nd note), and the default octave is 3 (ranges from 1 to 6 inclusively). | |||
Note that the lengths are measured in PIT ticks, not cycles! The PIT ticks at approximately 18.2 Hz, meaning that a 32nd note lasts approximately 55 milliseconds. | |||
The triplet and time-and-a-half modifiers need to be placed somewhere after the length parameters they are modifying (eg ''w3'' or ''h.''). These modifiers also stack (eg. ''w.3'' produces a 16-tick-long note length, equivalent to ''h''). | |||
=== Notes and Rests === | |||
* ''X'' - Rest | |||
* ''CDEFGAB'' - Piano notes, can be followed by: | |||
** ''#'' - Sharp | |||
** ''!'' - Flat | |||
=== Drums === | |||
{| class="wikitable" | {| class="wikitable" | ||
! Symbol !! "Sound" | ! Symbol !! "Sound" | ||
|- | |- | ||
Line 69: | Line 77: | ||
|} | |} | ||
Drums are hardcoded percussion effects, created by rapidly changing the frequency emitted by the PC Speaker. They last for approximately 14 milliseconds each, with the exception of the 1-millisecond tick. | |||
== Example == | |||
''[TODO: Put a simple thing here and explain it character by character.]'' | |||
== Quirks == | |||
* When a scroll uses <code>#play</code> it does not suppress the default scroll sound effect. Rather, the sound is appended to the end of the sound effect. | |||
* The triplet and time-and-a-half parameters use integer floor division. If the result of the division is 0 (with either ''t3'' or ''s3''), then the length value will underflow, causing ZZT to play a 256-tick-long note - which is also the maximum possible length of a single note. | |||
* Drums are timed using Turbo Pascal's built-in ''Delay()'' function. As it was designed for the late 1980s state of the art in computer technology, the frequencies will alternate far too quickly on more modern hardware. | |||
** The above also means that, on slower hardware, a drum playback actually stalls engine execution for the duration of its sound! | |||
== See Also == | == See Also == |
Latest revision as of 17:12, 29 September 2022
[This article is a stub. You can help by filling it out.]
The #play command in ZZT-OOP allows objects and scrolls to play music and sound effects.
Syntax
#play <sound>
Sound Format
The general syntax is that parameters come before the notes and drums they modify.
All characters not listed below are silently ignored (like comments).
Parameters
Symbol | Denotes | Length in Ticks |
---|---|---|
t | 32nd Note | 1 |
s | Sixteenth Note | 2 |
i | Eighth Note | 4 |
q | Quarter Note | 8 |
h | Half Note | 16 |
w | Whole Note | 32 |
3 | Triplet | (n/3) |
. | Time-and-a-half | (n*3)/2 |
+ | Up octave | N/A |
- | Down octave | N/A |
The octave and length parameters are reset each line. The default note length is 1 (32nd note), and the default octave is 3 (ranges from 1 to 6 inclusively).
Note that the lengths are measured in PIT ticks, not cycles! The PIT ticks at approximately 18.2 Hz, meaning that a 32nd note lasts approximately 55 milliseconds.
The triplet and time-and-a-half modifiers need to be placed somewhere after the length parameters they are modifying (eg w3 or h.). These modifiers also stack (eg. w.3 produces a 16-tick-long note length, equivalent to h).
Notes and Rests
- X - Rest
- CDEFGAB - Piano notes, can be followed by:
- # - Sharp
- ! - Flat
Drums
Symbol | "Sound" |
---|---|
0 | Tick |
1 | Tweet |
2 | Cowbell |
3 | N/A -- Denotes Triplet |
4 | Hi snare |
5 | Hi woodblock |
6 | Low snare |
7 | Low tom |
8 | Low woodblock |
9 | Bass drum |
Drums are hardcoded percussion effects, created by rapidly changing the frequency emitted by the PC Speaker. They last for approximately 14 milliseconds each, with the exception of the 1-millisecond tick.
Example
[TODO: Put a simple thing here and explain it character by character.]
Quirks
- When a scroll uses
#play
it does not suppress the default scroll sound effect. Rather, the sound is appended to the end of the sound effect. - The triplet and time-and-a-half parameters use integer floor division. If the result of the division is 0 (with either t3 or s3), then the length value will underflow, causing ZZT to play a 256-tick-long note - which is also the maximum possible length of a single note.
- Drums are timed using Turbo Pascal's built-in Delay() function. As it was designed for the late 1980s state of the art in computer technology, the frequencies will alternate far too quickly on more modern hardware.
- The above also means that, on slower hardware, a drum playback actually stalls engine execution for the duration of its sound!
See Also
- Sound effects - ZZT's built-in sound effects, expressed in #play statements.
- Duration Table - A programmatically generated list of possible note durations in ZZT-OOP
ZZT-OOP | |
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Messages | |
Directions | |
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Commands |