Play

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The #play command in ZZT-OOP allows objects and scrolls to play music and sound effects.

Syntax

#play <sound>

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.

Examples

The king in yellow...
This page is a stub!
Somebody recolor the walls!

[TODO: Put a simple thing here and explain it character by character.]

Quirks

Sound parser

  • 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.

Sound playback

  • The note frequencies are calculated using scientific pitch, with C4 equal to 256 Hz and A4 theoretically equal to 430.54 Hz. However, inaccuracies are introduced in the frequency calculation process by the use of two turncation operations:
    • The first truncation removes the fractional component of the frequency; for example, A4, after truncation, is equal to 430 Hz.
    • The second truncation is applied inside Turbo Pascal's built-in Sound() function, when deriving the IBM PC's programmable interrupt timer period from the provided frequency. (TODO)
  • 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.
  • The sound buffer has a size limit of 255 bytes; as each queued sound (note + duration pair) takes up two bytes, this means there may be at most 127 different sounds queued up for playback.

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