IMHO, a very good book for getting up to speed quickly on this stuff is "A 
Programmer's Guide to Sound".
Amazon link: <http://tinyurl.com/2wzdg>
(FYI, I have no affiliation with either Amazon, or the author Tim Kientzle.)

-Jon

--------------------------------------------
Jonathan Hays
Palm OS Certified Developer
http://hazelware.luggle.com
--------------------------------------------


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Sergei
Gerasenko
Sent: Friday, April 09, 2004 7:09 AM
To: Palm Developer Forum
Subject: Re: sampled sound



> OK, then try constructing your synthesis function based on
> instantaneous phase.  For each sound sample (11025 or 22050 samples
> per second) do this:
> 
> phase = phase + offset
> if(phase >= 360)  phase -= 360;
> sample[i] = <some formula based on phase, maybe a lookup table>
> i++;
> 
> When "i" reaches the end of the current buffer, start another buffer,
> but don't reset phase.  It should be continuous across buffer
> boundaries.  By the way, the code shown above will have to be
> optimized for speed.  You probably won't be able to keep up in
> real-time if you use floating point.  You could express phase and
> offset as a 16-bit or 32-bit integer with an assumed binary point
> somewhere in there.  Where you put the binary point depends on your
> need for frequency resolution and range.  For example, if phase is
> 
>   .xxxxxxxx xxxxxxxx
> 
> and if your sample rate is 11025 samples per second, then you can
> express frequencies as high as nearly 11025 Hz with a resolution of
> 0.168 Hz.  Offset is like frequency.  Good luck.


Thanks, Robert. I now need to think about it. I need to get a book on
computer sound for sure 'cause I want to know what I'm doing. I very
much appreciate your thoughts on this. I'll need to digest them now :)

By the way, can I still use the emulator for testing all this? The docs
say that the latest ROM for the emulator is 4.0. Is that enough?

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