Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Benjamen Siroshton" Newsgroups: scea.yaroze.programming.sound Subject: Re: Sound Buffer Date: 7 Jul 1997 16:42:36 GMT Organization: First DataBank Lines: 29 Message-ID: <01bc8af5$d49f94e0$5271df26@disintegration> References: <01bc864a$a0432c70$5271df26@disintegration> <33BA2E38.61BEA4C8@micronetics.com> NNTP-Posting-Host: pluto.firstdatabank.com X-Newsreader: Microsoft Internet News 4.70.1155 > Quotes by Jim. > > I don't think you can. The Spu has its own 1/2meg buffer which > is loaded from main memory via dma. Once its there its there, and no > getting it back. You could have a bit of a play with the SPU hardware > registers that are located somewhere in the 0x1f81000-0x1f85000 region I > believe. Where exactly I'm not sure. I dont want the 1/2 meg. I want the mixing buffer. The buffer the audio is lastly in before it gets sent to whatever hardware lets you hear the sounds. This buffer should contain frequencies that we hear but in data form. I imagine it is a 16-bit buffer (does anyone know about this for sure?). I want to read this buffer everytime it has new information in it (which is basically non-stop & continuous). > If you want to trigger events on certain notes I guess you could try and > spy on the audio lib functions and see when a note is keyed on. I imagine you could pull out notes assuming it is midi audio data. I am mainly concerned with CD audio. > Is this to sync visual effects with audio? Yes. :) Benjamen Siroshton