★ APPLICATIONS ★ CREATION MUSICAL ★ SOUND DIGITIZER (AMSTRAD ACTION) ★![]() |
Sound Digitizer (Amstrad Action) | Applications Creation Musical |
With this amazing listing Arnold can speak with your voice - or mimic Frankie Goes To Hollywood - or reproduce any sound a microphone can record on an ordinary cassette. The program is a simple sound sampler. When you play the audio tape on the 464's datacorder or a tapedeck plugged into the 664 or 6128. the sounds are converted to the digitized form that Arnold can remember. With a simple command you can reproduce it out of his speaker. Imagine what your computer could say at strategic points in your games. (Don't be too rude, now!) A lot of hard work is in store for you with all this typing. Type in the listing carefully. It's best to get a friend to dictate while you type - goes more quickly saves losing your place by looking back and forth from paper to screen. The data statements actually consist of machine-code produced using the Maxam assembler. You won't need an assembler because the Basic program simply pokes the numbers to memory, starting at location &9000. The listing contains an elementary checksum routine: all the numbers have to add up to 57871 or you have made a typing mistake. It may help to realize the data is made up of hexadecimal numbers, so you shouldn't be typing anything other than the numbers 0 to 9 and A to F - always two digits, comma, two digits. Save the program before you run it, or you might lose your work! Instructions for saving it are tagged onto the end of the listing as REM statements. You need not type these in, but it's not a bad idea to keep the directions in the program in case you can't find this printed page in a year's time. When you run it, one of two things could happen. If you get the message ‘Error in data,' it's back to the start and check all those data statements again. If all is correct you will see ‘Data OK - well done' and the cursor returned for your control. [INCOMPLETE]
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