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atari5200~-help.pd
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#X text 31 21 Pokey contains four audio channel \, with separate frequency
\, noise and voice level control. Each channel has 8-bit frequency
divider and 8-bit register to select noise and volume. AUDF1 to AUDF4
– frequency register (AUDio Frequency) AUDC1 to AUDC4 – volume
and noise register (AUDio Control) AUDCTL – general register \, which
controls generators (AUDio ConTroL) The design of the POKEY made it
possible for games to have polyphonic music and sound effects of up
to four channels. POKEY's sound is distinctive: when the four channels
are used independently \, there is noticeable detuning of parts of
the 12-tone equal temperament scale \, due to lack of pitch accuracy.
Channels may be paired for higher accuracy \; in addition \, multiple
forms of distortion are available \, allowing a thicker sound. The
distortion is primarily used in music for bass parts. One of the sound-engines
developed for the Atari 8-bit family was called the AMP engine (Advanced
Music Processor). This was used by the musician Gary Gilbertson.;
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#X text 15 -19 ATARI5200~ "POKEY" (Pot Keyboard Integrated Circuit)
Sound Emulator;
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#X text 219 68 volume;
#X text 51 149 distortion;
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#X text 391 67 volume;
#X text 646 67 frequency;
#X text 115 67 distortion;
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#X restore 419 209 pd manipulator;
#X text 543 135 Distortion mapping table for manipulator patcher...
;
#X text 190 275 Each of the 4 POKEY sound channels have been deconstructed
for user friendly manipulation. Each "manipulator" subpatch reveals
three components to each channel: Distortion \, Volume \, and Frequency.
1 Choose a "rate" (playback speed) and "length" (segment length) for
a channel. Selection of these values will size the tables inside the
"manipulator" subpatches accordingly. 2 Activate the channel of interest
by hitting "Play". The corresponding segment of data will be looped.
3 Midi CC input allows the user to change the playback direction and
position for each channel. See the "controller" subpatch for details.
For proper POKEY emulation \, please use a sampling rate of 32kHz.
;
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#X text 421 90 play;
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#X text 489 229 Pos;
#X text 560 229 Dir;
#X text 501 246 Channel 4;
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#X text 363 246 Channel 3;
#X text 204 229 Pos;
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#X text 225 246 Channel 2;
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#X restore 391 64 pd controller;
#N canvas 24 34 605 513 mastercontrol 0;
#X text 117 353 Bit 7 (17 vs 9 bit poly counter);
#X text 146 304 Bit 6 (Clock channel 1 with undivided clock);
#X text 175 254 Bit 5 (Clock channel 3 with undivided clock);
#X text 204 207 Bit 4 (Cascade dividers 2 & 1);
#X text 233 160 Bit 3 (Cascade dividers 4 & 3);
#X text 249 114 Bit 2 (Filter enable on C1. Select frequency with channel
2);
#X text 248 70 Bit 1 (Filter enable on C3. Select frequency with channel
4);
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#X obj 183 35 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
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#X text 255 35 Bit 0 (clock/120 or clock/28);
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#X restore 543 223 pd mastercontrol;
#X text 533 39 0 0 0 -> (5->17) bit poly switch \; 0 0 1 \, 0 1 1 ->
5 bit poly \; 0 1 0 -> (5->4) bit poly switch \; 1 0 0 -> 17 bit poly
\; 1 0 1 \, 1 1 1 -> pure tone (poly off) \; 1 1 0 -> 4 bit poly;
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#X restore 238 392 pd Another_example;
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