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TIASOUND.C - TIA SOUND EMULATION V1.0
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=====================================
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As I'm sure you've already discovered, the Stella manual isn't always
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correct. My observations show what I believe to be several discrepancies
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in the description of the distortions. Of course, I could be wrong on a few
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of these, so if some of the games don't sound right, please let me know
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which ones. If possible, it would be best if you could send me a wave file
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of what it is supposed to sound like, preferably at 44 KHz. Only a few
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seconds should be necessary.
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In general, the sound hardware can be described as follows:
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Selecting the Clock Modifier - Bits D0 and D1
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---------------------------------------------
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Bits D0 and D1 select the output clock modifier:
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0 0 - direct clock (pure)
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0 1 - direct clock (pure)
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1 1 - 5-bit polynomial
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The 'divide by 31' isn't simply the input clock divided by 31. It is, in
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essence, a 5-bit polynomial with only two bits set. The resulting square
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wave actually has a 13:18 ratio. This may be implemented in the hardware
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as a pair of traps on a 5-bit counter.
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Selecting the Source Pattern - Bits D2 and D3
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---------------------------------------------
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Bits D2 and D3 select the source to be clocked:
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0 0 - 4-bit polynomial
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1 0 - 5-bit polynomial
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The 'pure' tones are generated by toggling the output. Whenever a clock
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tick is received, the output will change states. I've used the notation Q'
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to indicate the 'logical NOT of the last output'. Note that since the output
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toggles, this can be thought of as a divide by 2 since the output frequency
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will be half of the input frequency. This is only true for the pure tones.
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Selecting the Source Clock - Bits D2 and D3
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-------------------------------------------
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When bits D2 and D3 are both set, it affects the source clock. I believe
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the '30KHz' clock is actually the 3.58MHz clock divided by 114. When bits
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D2 and D3 are set, the input source is switched to the 1.19MHz clock, so the
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'30KHz' source clock is reduced to approximately 10KHz.
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Exceptions - Selecting No Output or the 9-bit Polynomial
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--------------------------------------------------------
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There are two exceptions that occur when bits D0-D2 are all 0. If AUDC is
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zero (0000), then I believe the output is set equal to the volume. If AUDC is
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equal to 8 (1000), the 9-bit polynomial is selected as the source to be
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Updated Detailed Functions for AUDC
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-----------------------------------
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From my observations, I would describe the distortion selections as follows:
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HEX D3 D2 D1 D0 Clock Source Clock Modifier Source Pattern
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--- ------------- -------------- ---------------- ----------------
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0 0 0 0 0 3.58 MHz/114 -> none (pure) -> none
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1 0 0 0 1 3.58 MHz/114 -> none (pure) -> 4-bit poly
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2 0 0 1 0 3.58 MHz/114 -> divide by 31 -> 4-bit poly
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3 0 0 1 1 3.58 MHz/114 -> 5-bit poly -> 4-bit poly
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4 0 1 0 0 3.58 MHz/114 -> none (pure) -> pure (~Q)
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5 0 1 0 1 3.58 MHz/114 -> none (pure) -> pure (~Q)
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6 0 1 1 0 3.58 MHz/114 -> divide by 31 -> pure (~Q)
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7 0 1 1 1 3.58 MHz/114 -> 5-bit poly -> pure (~Q)
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8 1 0 0 0 3.58 MHz/114 -> none (pure) -> 9-bit poly
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9 1 0 0 1 3.58 MHz/114 -> none (pure) -> 5-bit poly
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A 1 0 1 0 3.58 MHz/114 -> divide by 31 -> 5-bit poly
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B 1 0 1 1 3.58 MHz/114 -> 5-bit poly -> 5-bit poly
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C 1 1 0 0 1.19 MHz/114 -> none (pure) -> pure (~Q)
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D 1 1 0 1 1.19 MHz/114 -> none (pure) -> pure (~Q)
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E 1 1 1 0 1.19 MHz/114 -> divide by 31 -> pure (~Q)
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F 1 1 1 1 1.19 MHz/114 -> 5-bit poly -> pure (~Q)
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For the most part, this follows the Stella manual, but there are a few
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differences. Probably the most notable are hex entries 'A' and 'B', which
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are listed in the Stella manual as 'div 31: pure tone' and 'set last 4 bits
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On entries 'A' and 'B', both the data source and the clock have the same
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number of entries (31). Because of this, they will always align in the
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same way. Entry 'A' will then reduce to a pure 'div by 31' output which
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is identical to entry '6'. On 'B', both the source and the clock align
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in such a way that the output will always be 1.
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The 4-bit, 5-bit, and 9-bit polynomials are essentially tables containing
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a random series of bits (they are implemented in hardware as shift
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registers). Because the tables are fixed in length, the 'random' pattern
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will repeat periodically.
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The size of the table is described by its name. The actual size of the
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table is 2^x - 1, where x is either the 4, 5 or 9. The 4-bit polynomial
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has 15 entries, the 5-bit polynomial has 31 entries, and the 9-bit
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polynomial has 511 entries.
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I've performed some analysis on the output of the actual Atari 2600, and
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believe I have the actual 4-bit and 5-bit polynomials used by the Atari.
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These have been encoded as byte arrays in my routines. For the 9-bit
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polynomial, I use a random number generator which should produce
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approximately the same results.
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I believe the input clock for the audio is a division of the main system
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clock. With this assumption, I determined that the input clock for the
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audio is equal to the 3.58MHz system clock divided by 114. Note that this
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produces an actual audio clock of 31.4 KHz. This value closely matches the
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frequencies I recorded from my unit. The Stella manual describes the Audio
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Clock as approximately 30KHz, which I suppose is correct if you consider 5%
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If both bits D2 and D3 of the AUDC register are set, I believe the TIA chip
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uses the 1.19MHz clock for the base audio clock instead of the 3.58MHz.
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This, of course, produces the 'divide by 3' functionality described in the
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The TIASOUND.C file is the heart of the TIA Sound Emulation program.
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Although the routines in the file must work together, no other files are
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modules are required for operation. A header file, 'TIASOUND.H', has
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been included for use in other modules, and provides the necessary
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function prototypes. I've attempted to make the routines as portable as
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possible, so the file should compile on almost any compiler with little
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I have made some attempts at optimizing the routines, though I am sure
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more optimization can be done. They are currently only available in 'C'.
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I'll be happy to convert them to assembly language if desired. Please feel
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free to send me e-mail (see below).
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The routines are easy to use. Detailed descriptions on the function calls
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On start-up of the system, a single call should be made to Tia_sound_init.
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This routine will prepare the structures for sound output. This routine
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can be called again if necessary during warm-start or other reset.
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Once in the main loop, there are two other functions that will be used.
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Whenever the system needs to write to either the AUDC, AUDV or AUDF values,
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a call should be made to the Update_tia_sound routine. This routine will
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take care of updating the internal registers. It will pre-calculate several
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values to help with optimization.
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The only other routine that is called is the Tia_process function. This
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function will fill a audio buffer with a specified number of bytes. This
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function should be called whenever a new audio buffer is required.
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For best results, I recommend using at least two output buffers. Using this
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scheme, the sound card can be playing one buffer while the system is filling
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DETAILED FUNCTION DESCRIPTIONS
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------------------------------
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Tia_sound_init(uint16 sample_freq, uint16 playback_freq)
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--------------------------------------------------------
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This function initializes the structures used by the TiaSound.C routines.
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This function takes two parameters: the sample frequency and the playback
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frequency. The sample frequency is the frequency of the 30KHz source clock.
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For my calculations, this clock is about 31.4 KHz, though any 16-bit
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unsigned integer value can be used (1-65535).
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The playback frequency is the frequency of the sound playback (the frequency
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used by the sound card). For best results, both the playback frequency and
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the sample frequency should be identical. In the case where the sound card
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cannot support 31.4 KHz (i.e. the original SB and many 'SB compatible' cards),
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there are three options:
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1) Set the sample frequency to 31400 and the playback frequency to the
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maximum possible (e.g. 22050). Though the system will reproduce all
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output values, a significant amount of aliasing is introduced.
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2) Set the sample frequency and the playback frequency to the maximum possible
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(e.g. 22050). In this case, all output values are reproduced with no
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distortions; however, the pitch is about 2/3 of an octave low.
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3) Set the sample frequency to 31400 and the playback frequency to exactly
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1/2 of the sample frequency (15700). In this case, the output frequency
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is correct and the aliasing is minimized. The aliasing is only
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noticeable on the higher frequencies. Most notably, the highest pure tone
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(AUDF = 0) is inaudible.
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Feel free to experiment to find other alternatives as well.
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This function has no return value (void).
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Update_tia_sound (uint16 addr, uint8 val)
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-----------------------------------------
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This function should be called each time an AUDC, AUDF or AUDV value
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changes. This function takes two parameters: the address to change and
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the new value. The address should be one of the following values:
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Any values outside of this range will be ignored.
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The routine pre-calculates several values that are needed by the
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processing function. This is done to optimize performance.
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This function has no return value (void).
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Tia_process (unsigned char *buffer, uint16 n)
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---------------------------------------------
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This function calculates and fills a buffer with unsigned 8-bit mono audio.
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This function takes two parameters: a pointer to the buffer to fill and
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the size of the buffer (limited to 65535). This function fills the
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buffer based on the requested size and returns. It automatically
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updates the pointers for the next call, so subsequent calls to this function
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will provide a continuous stream of data.
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The size of the buffer that is needed depends on the playback frequency.
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It is best to keep the buffer as small as possible to maximize response time
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to changes in the sound. Of course, the minimum size is dependent on
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system and emulator performance.
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Selecting the correct buffer size is a careful balance. Selecting a buffer
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size that is too small will produce noticeable clicks in the output, though
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selecting a size that is too large will cause a poor response time and
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possible delays in the system when the new buffer is filled.
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This function has no return value (void).
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License Information and Copyright Notice
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========================================
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TiaSound is Copyright(c) 1996 by Ron Fries
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This library is free software; you can redistribute it and/or modify it under
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the terms of version 2 of the GNU Library General Public License as published
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by the Free Software Foundation.
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This library is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more
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To obtain a copy of the GNU Library General Public License, write to the Free
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Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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Any permitted reproduction of these routines, in whole or in part, must bear