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sound_tuni
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09fe302e63
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09fe302e63
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01d4fe3f85
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@ -7,7 +7,7 @@ MCU=msp430g2553
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CFLAGS=-Wall -mmcu=$(MCU) -std=gnu99 -I $(TOOLCHAIN_PREFIX)/include -O1 -g0
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# for debugging
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CFLAGS+= -g3 -ggdb -gdwarf-2
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#CFLAGS+= -g3 -ggdb -gdwarf-2
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LDFLAGS=-mmcu=$(MCU) -L $(TOOLCHAIN_PREFIX)/include
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10
readme.md
10
readme.md
@ -2,6 +2,14 @@
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Update Amplifier (separate input circuitry per PSG, it appears, that a silent PSG has a DC level on its output which is summarized to the AC output of the working PSG, so two input circuits with individual couping capacitor):
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Update of the power switch of the amplifier (at appears, that the small transistor couldn't deliver enough current):
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This Tetris implementation consists of a hardware and a software (running on that hardware).
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The hardware utilizes four MSP430 microcontrollers for 1.) the game play, 2.) the play ground canvas, 3.) the score display and 4.) the sound effects.
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@ -54,7 +62,7 @@ An amplifier following the proposal of the AY-3-8913 datasheet is implemented us
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The clock generator proposed by the AY-3-8913 does not work reliably, so an alternative design from "The Art of Electronics" has been used.
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@ -9,41 +9,17 @@ const t_tone plingVoice1[] = {
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{ .octave = e_O_5, .note = e_Cis, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_D, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_Dis, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_E, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_E, .length = e_L_1_8, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_SyncMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_StopMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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const t_tone plingVoice2[] = {
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_Gis, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_SyncMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_HoldMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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const t_tone plingVoice3[] = {
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Pause, .length = e_L_1_16, .legato = false, .staccato = false },
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{ .octave = e_O_5, .note = e_H, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_SyncMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_HoldMark,.legato = false, .staccato = false },
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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t_melodies pling = {
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.melodies = { { .amplitude = 12, .tones = plingVoice1 }, { .amplitude = 12, .tones = plingVoice2 }, { .amplitude = 12, .tones = plingVoice3 } },
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.numOfMelodies = 3,
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.melodies = { { .amplitude = 12, .tones = plingVoice1 } },
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.numOfMelodies = 1,
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.pace = 200,
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.chip = 1
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};
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@ -8,15 +8,15 @@ void muteInit() {
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P1DIR |= BIT6;
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// initially, mute
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P1OUT |= BIT6;
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}
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void mute() {
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P1OUT |= BIT6;
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}
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void unMute() {
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P1OUT &= ~BIT6;
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}
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void mute() {
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P1OUT &= ~BIT6;
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}
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void unMute() {
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P1OUT |= BIT6;
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}
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@ -96,9 +96,11 @@ void sequencerExec(void *handle) {
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melody->state = e_PlayTone;
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break;
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case e_Hold:
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psgPlayTone(melodies->chip, channel, 0, e_O_Null, e_Pause);
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break;
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case e_Terminate:
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schDel(melodies->taskId);
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psgPlayTone(melodies->chip, channel, 0, e_O_Null, e_Pause);
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slots &= ~(melodies->slotMask);
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break;
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}
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