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The batari Basic Music and Sound Page |
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Related bB Programs Makes it easy to play with Atari 2600 sound effects. Useful for finding what you need for games and music.
The 256-byte limitation is removed when using sdata.
This page contains adapted information and charts related to Atari 2600 music and sound. It was put together for batari Basic users, but it can be used by assembly programmers too. All information on this page was used with permission.
If you haven't tried it yet, check out the Visual batari Basic Music and Sound Editor. Create music and sound effects the fun way. The editor has many cool features and it uses real Atari 2600 sounds.
Atari 2600 VCS Distortion Descriptions
The following chart is adapted from Atari 2600 VCS Precise Sound Values and Distortion Breakdown by Glenn Saunders:
F & W Guide Jump List
Atari 2600 VCS Sound Frequency And Waveform Guide These tables have been calculated with the information found in Ron Fries' TIASOUND emulation package. Eckhard Stolberg did some sampling on his own to verify it and got basically what Ron's theory suggested. Also he has compared his results with Glenn Saunders' note tables and found them to be almost the same.
However, Eckhard Stolberg might have missed something important or simply miscalculated some of the values. Therefore it would be nice, if someone could do some sampling or recalculating to verify or correct these tables.
The cent values have been calculated with rounded frequencies. Therefore they are not as accurate as they might look, especially the ones for the lower frequencies.
How the Atari 2600 VCS Produces Sound The Atari 2600 VCS produces its sound with some shift registers of various lengths. The speed at which it shifts the registers can be set to either the pixelclock/114 or to the CPUclock/114, which means two shifts per scanline or a third of this. Since a NTSC VCS produces 262 scanlines per frame and 60 frames per second this results in output rates of 31440 Hz and 10480 Hz. PAL TVs produce only 312 scanlines and 50 frames, so the output rates are only 31200 Hz and 10400 Hz.
A pitch value of n stored in the AUDFx registers modifies the frequency in a way, that n possibilities to shift are left out.
The distortion values stored in the AUDCx registers select the clock to use. They also select two shift registers of various lengths. One of these is the source pattern. Every time a 1 is shifted out of the source pattern, the output is set high. If a 0 is shifted out, the output is set low.
The other shift register is a clock modifier. Every time a 1 is shifted out, the effect of the source pattern can take place. If a 0 is shifted out, the bit, that is shifted out of the source pattern, has no effect on the output.
Since the source pattern and the clock modifier registers match up perfectly except for distortion 2 & 3, my tables only list the resulting output bitstream.
More information on the patterns can be found in the documentation for Ron Fries' TIASOUND emulation package.
However, since the output switches so fast between high and low, the resulting waveforms are not perfect squarewaves. For example distortion 4 with a pitch value of 0 would flip the output at a rate of 15720 Hz. This is so fast, that the membrane of the speaker couldn't swing very far before it has to change its direction. Therefore no audible sound is produced.
How to Read the Tables
Lines marked as below have such a low frequency that it really doesn't matter if it is C or C# rumble.
To make it easier for those who want to make music on the Atari 2600, a full size style keyboard-like image with 88 keys is provided for distortions that call for one. Pitches and the percent the pitches are off are displayed on the corresponding keys. Pitches in red are a warning that they may be too far off perfect pitch to be worth using.
4 4 4 4 4 4 4 (Pure)
12 12 12 12 12 12 (Pure)
1 1 1 1 1 1 1 (Buzzy)
6 or 7 6 or 7 6 or 7 6 or 7 (Pure/Buzzy/Reedy/Rumble)
14 14 14 14 14 14 (Electronic/Rumble)
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Disclaimer View this page and any external web sites at your own risk. I am not responsible for any possible spiritual, emotional, physical, financial or any other damage to you, your friends, family, ancestors, or descendants in the past, present, or future, living or dead, in this dimension or any other.
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