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サウンドコマンド

SGBコマンド 08h - SOUND

Used to start/stop internal sound effect, start/stop sound using internal tone data.

 Byte  Content
 0     Command*8+Length (fixed length=1)
 1     Sound Effect A (Port 1) Decrescendo 8-bit Sound Code
 2     Sound Effect B (Port 2) Sustain     8-bit Sound Code
 3     Sound Effect Attributes
         Bit 0-1 - Sound Effect A Pitch  (0..3=Low..High)
         Bit 2-3 - Sound Effect A Volume (0..2=High..Low, 3=Mute on)
         Bit 4-5 - Sound Effect B Pitch  (0..3=Low..High)
         Bit 6-7 - Sound Effect B Volume (0..2=High..Low, 3=Not used)
 4     Music Score Code (must be zero if not used)
 5-F   Not used (zero)

See Sound Effect Tables below for a list of available pre-defined effects.

Notes:

  1. Mute is only active when both bits D2 and D3 are 1.
  2. When the volume is set for either Sound Effect A or Sound Effect B, mute is turned off.
  3. When Mute on/off has been executed, the sound fades out/fades in.
  4. Mute on/off operates on the (BGM) which is reproduced by Sound Effect A, Sound Effect B, and the Super NES APU. A "mute off" flag does not exist by itself. When mute flag is set, volume and pitch of Sound Effect A (port 1) and Sound Effect B (port 2) must be set.

SGBコマンド 09h - SOU_TRN

Used to transfer sound code or data to SNES Audio Processing Unit memory (APU-RAM).

 Byte  Content
 0     Command*8+Length (fixed length=1)
 1-F   Not used (zero)

The sound code/data is sent by VRAM-Transfer (4 KBytes). All 16-bit values are little-endian.

 000-001  Size of transfer data
 002-003  Destination address in S-APU RAM (typically $2B00, see below)
 004-XXX  Data to be transferred
 X+1-X+2  "End marker" (???), should be $0000
 X+3-X+4  S-APU jump address, should be $0400
 X+5-FFF  Remaining bytes ignored

Possible destinations in APU-RAM are:

Memory range Description
$0400-2AFF APU-RAM Program Area (9.75KBytes)
$2B00-4AFF APU-RAM Sound Score Area (8Kbytes)
$4DB0-EEFF APU-RAM Sampling Data Area (40.25 Kbytes)

This function may be used to take control of the SNES sound chip, and/or to access the SNES MIDI engine. In either case it requires deeper knowledge of SNES sound programming.

SGB Sound Effect A/B Tables

Below lists the digital sound effects that are pre-defined in the SGB BIOS, and which can be used with the SGB “SOUND” Command. Effect A and B may be simultaneously used. Sound Effect A uses channels 6 and 7, Sound Effect B uses channels 0, 1, 4 and 5. Effects that use less channels will use only the upper channels (eg. 4 and 5 for a B Effect with only two channels).

Sound Effect A Flag Table

Code Description Recommended pitch Nb of channels used
00 Dummy flag, re-trigger - 2
01 Nintendo 3 1
02 Game Over 3 2
03 Drop 3 1
04 OK ... A 3 2
05 OK ... B 3 2
06 Select...A 3 2
07 Select...B 3 1
08 Select...C 2 2
09 Mistake...Buzzer 2 1
0A Catch Item 2 2
0B Gate squeaks 1 time 2 2
0C Explosion...small 1 2
0D Explosion...medium 1 2
0E Explosion...large 1 2
0F Attacked...A 3 1
10 Attacked...B 3 2
11 Hit (punch)...A 0 2
12 Hit (punch)...B 0 2
13 Breath in air 3 2
14 Rocket Projectile...A 3 2
15 Rocket Projectile...B 3 2
16 Escaping Bubble 2 1
17 Jump 3 1
18 Fast Jump 3 1
19 Jet (rocket) takeoff 0 1
1A Jet (rocket) landing 0 1
1B Cup breaking 2 2
1C Glass breaking 1 2
1D Level UP 2 2
1E Insert air 1 1
1F Sword swing 1 1
20 Water falling 2 1
21 Fire 1 1
22 Wall collapsing 1 2
23 Cancel 1 2
24 Walking 1 2
25 Blocking strike 1 2
26 Picture floats on & off 3 2
27 Fade in 0 2
28 Fade out 0 2
29 Window being opened 1 2
2A Window being closed 0 2
2B Big Laser 3 2
2C Stone gate closes/opens 0 2
2D Teleportation 3 1
2E Lightning 0 2
2F Earthquake 0 2
30 Small Laser 2 2
80 Effect A, stop/silent - 2

Sound effect A is used for formanto sounds (percussion sounds).

Sound Effect B Flag Table

Code Description Recommended pitch Nb of channels used
00 Dummy flag, re-trigger - 4
01 Applause...small group 2 1
02 Applause...medium group 2 2
03 Applause...large group 2 4
04 Wind 1 2
05 Rain 1 1
06 Storm 1 3
07 Storm with wind/thunder 2 4
08 Lightning 0 2
09 Earthquake 0 2
0A Avalanche 0 2
0B Wave 0 1
0C River 3 2
0D Waterfall 2 2
0E Small character running 3 1
0F Horse running 3 1
10 Warning sound 1 1
11 Approaching car 0 1
12 Jet flying 1 1
13 UFO flying 2 1
14 Electromagnetic waves 0 1
15 Score UP 3 1
16 Fire 2 1
17 Camera shutter, formanto 3 4
18 Write, formanto 0 1
19 Show up title, formanto 0 1
80 Effect B, stop/silent - 4

Sound effect B is mainly used for looping sounds (sustained sounds).