Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watnot!watmath!clyde!rutgers!seismo!uwvax!crystal!jojo From: jojo@crystal.UUCP Newsgroups: comp.sys.ibm.pc Subject: Turning on sound and keyboard info. Message-ID: <262@crys.WISC.EDU> Date: Tue, 24-Feb-87 14:19:03 EST Article-I.D.: crys.262 Posted: Tue Feb 24 14:19:03 1987 Date-Received: Fri, 27-Feb-87 00:16:12 EST Distribution: comp Organization: U of Wisconsin CS Dept Lines: 27 Keywords: sound, keyboard I'm currently writing a game in C and want to add sound. The problem is that the all the sound routines I have will play a frequency for some duration. (usually by busy waiting) What I'm looking for is something similar to Turbo Pascal's soundon and soundoff routines. These routines turn the speaker on and have it play a frequency without supervision of the cpu. Does anyone know how to do this? Secondly, I know how int 9 and int 16 work for getting keyboard input, when you press a key, the chip in the keyboard signals a hardware int. through int 9. Int 9 then reads in the scan code, etc from port 60(?) From what I hear, there's another port (61?) which can tell you if a key is being pressed. This would be real handy, if it were true, for moving an object on the screen for as long as the a key is being pressed. I've seen this done in several games and wondered HOW DO THEY DO IT? I'm not talking about the shift keys either since BIOS can tell you if they are pressed. It's the rest of the keypad I want to know about. Does anyone know how this works. thanx in advance, --j -- jon wesener jojo@crys.wisc.edu "Than it struck me, I just might die with a smile on my face after all." --Morrissey