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Interpretive Mechanism for Enhancing Sound Blaster Audio Game Functions

IP.com Disclosure Number: IPCOM000116043D
Original Publication Date: 1995-Jul-01
Included in the Prior Art Database: 2005-Mar-30
Document File: 4 page(s) / 95K

Publishing Venue

IBM

Related People

Farrett, PW: AUTHOR [+2]

Abstract

Disclosed is an approach to a mechanism for Sound Blaster* (SB) applications. An extensible approach is illustrated for a Frequency Modulated (FM), 2-operator, game environment in which Sound Blaster (audio) parameters are re-interpreted for a Frequency Modulated, 6-operator, game environment.

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Interpretive Mechanism for Enhancing Sound Blaster Audio Game Functions

      Disclosed is an approach to a mechanism for Sound Blaster* (SB)
applications.  An extensible approach is illustrated for a Frequency
Modulated (FM), 2-operator, game environment in which Sound Blaster
(audio) parameters are re-interpreted for a Frequency Modulated,
6-operator, game environment.

      General Description: Commercially, FM synthesis was one of the
first methods to gain wide acceptance with game manufactures, which
today is a defacto with numerous audio-chip vendors such as the new
OPL4** chip.  (This chip supports both GM/Wavetable and FM
synthesis.)
The Sound Blaster audio card implements FM and continues to support
this
synthesis method.  The important point is that virtually all game
developers must support a 2-operator FM backward compatible engine.
However, a 2-operator FM engine is not that ideal w.r.t. the timbre
of
real (or non-real) MIDI instruments.  Therefore, our disclosure
provides
a mechanism whereby 2-operator FM (input) parameters are interpreted
and redefined for a 6-operator FM engine.  The result: much more
timbral/palette of instruments approaching the quality of a DX/TX
instrument.  In essence, a better Sound Blaster than a Sound Blaster.

      Description of Process: The algorithm below illustrates an
approach for interpreting 2-operator FM game parameters and extending
this into an advanced synthesis method that exploits a 6-operator FM
engine.

      Description of Algorithm: The following pseudo-code example
illustrates a mechanism for a 2-operator FM call for a piano is
translated into 6-operator values.  (Note that values, which are real
FM 6-op values, would be called from a table lookup.)
  ...
  Identify SB_parameter call;  // for a 2-op FM engine.
  {
    Case of (FM_parameter of type Piano)//for 2 ops,which are SB
values
    op1=(<freq:12.0 Hz>,<envel:63,8>,<KBSDScale:00>,<SB:99>);
    op2=(<freq:8.0 Hz>,<envel:58,1>,<KBSDScale:08>,<SB:80>);
    WaveType=Sine;
    FeedBack_Modulation=4;
    end of Case;
    call FM_6OP_Engine();
  }
  ...
  FM_6OP_Engine(); {
  Determine 6OP_parameter;
  {
  ..
  If(FM_parameter==Piano_Type)
  Set operators to values:
  op1=(<freq:1.0
Hz>,<envel:70,23,17,46,99,79>,<KBSDScale:00>,<SB:...