PurrFX project update 12

Project status overview as of August 30, 2020.

Commits: August 30, 2020.

Last time I added the ability to extract DPCM audio samples from NSF files. This was done for practice and to expand the capabilities of the PurrFX library. Plus, it's great to be able to use sounds from your favorite games!
 
This time, as you might guess, I added support for using DPCM audio samples. But I wanted to do this in accordance with the requirements of modernity, i.e. I wanted to provide the ability to use an unlimited number of samples.

Since the original hardware does not provide such possibilities, I had to do tricks again. The trick is to use one single memory segment for all samples and write specific samples there as needed, i.e. upon request.

Two types of access are supported - “classic” and “modern”. In the “classic” access mode, the sample identifier is a combination of sample address and sample size. And thanks to this mode of operation, it is possible to play frame data obtained from an NSF file without any processing.

The "modern" access mode is much simpler and allows you to arrange a library of samples with access by index. This is the preferred mode of operation for your PurrFX based projects.

Now the support of the PurrFX library for audio samples can be considered complete at least at the low-level state.


 

 

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