Xref: utzoo comp.sys.amiga:36062 comp.sys.amiga.tech:5898 Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!rutgers!tut.cis.ohio-state.edu!dsacg1!dsacg2!nor1675 From: nor1675@dsacg2.UUCP (Michael Figg) Newsgroups: comp.sys.amiga,comp.sys.amiga.tech Subject: Audio copper Instructions Keywords: Copper, Audio Message-ID: <693@dsacg2.UUCP> Date: 29 Jun 89 11:36:46 GMT Organization: Defense Logistics Agency Systems Automation Center, Columbus Lines: 31 [Reposting of an article I don't think ever got out. Maybe it was the day I pulled the plug on 64 users.] Help! I'm trying to write a simple audio digitized sample player using the copper. I have been hacking some code from a PD demo called 'dark' on fish 160 or 161. 'Dark' plays with both sprites and audio do it is hard to pick out what I need and don't need, as far as the copper instructions go. This might not be the best way to approach it but is a learning experience so I want to finish it before trying to do it a better way, like using the regular audio routines and probably Rob Pecks' Audiotools. My questions now are what really needs to be done to get the raw sample data into the registers? I understand (or atleast think I understand) the "CMOVE' macro (along with CINIT and CEND) but as far as I can tell this only crates the copper instructions but doesn't execute them. I would think I would need to merge the instructions (MrgCop) but since I'm not doing any graphics there really isn't anything else to merge with. It would also seem that since I'm not doing any graphics that I wouldn't need a view or viewport, but it seems that all the copper functions depend on these. Am I even heading in the right direction? Any help would be appreciated. Thanks. --Mike Figg -- -- "Hot Damn! Groat Cakes Again Michael Figg Heavy on the thirty weight!" DLA Systems Automation Center Columbus, Oh. (614)-238-9036