Atari Pokey Chip Emulator

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How do I make an atari pokey chip emulator?

Simple Web Audio Implementation for emulating the atari pokey chipversion 0.1 Its early yet but got the pure tone frequency done. Noise next along with some game effects. What is a atari pokey chip emulator? How do you make a atari pokey chip emulator? This script and codes were developed by Andi Smithers on 21 November 2022, Monday.

Atari Pokey Chip Emulator Previews

Atari Pokey Chip Emulator - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Atari Pokey Chip Emulator</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <body> <canvas id='audio'></canvas> <!-- link to google fonts --> <link href='https://fonts.googleapis.com/css?family=Orbitron' rel='stylesheet' type='text/css'> <!-- https://www.youtube.com/watch?v=hFsCG7v9Y4c&feature=youtu.be&t=18m22s Awesome presentation on web-audio. 47mins for fm synth Pokey Player Reference for frequencies http://krap.pl/mirrorz/atari/homepage.ntlworld.com/kryten_droid/Atari/800XL/atari_hw/pokey.htm#Audio --> <script src="https://bolloxim.github.io/Star-Raiders/javascripts/uicontrols.js"></script>
</body> <script src="js/index.js"></script>
</body>
</html>

Atari Pokey Chip Emulator - Script Codes CSS Codes

body { background: #000000; margin: 0px; padding: 0px;
}

Atari Pokey Chip Emulator - Script Codes JS Codes

/*****************************************************************************
The MIT License (MIT)
Copyright (c) 2014 Andi Smithers
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*****************************************************************************/
// conceptualized and written by andi smithers
// constant options
const focalDepth = 80;
const focalPoint = 256;
// variables
var centreX;
var centreY;
var mouseX;
var mouseY;
var spawnX;
var spawnY;
var frameCount=0;
var audioContext;
var freqSelect = 1; // triple octave settings .. use 1 for regular
var waveform = 0;
var noiseOn = false;
var whiteNoiseBuffer;
var pinkNoiseBuffer;
var brownNoiseBuffer;
var noiseSelect = 0;
var compressor;
var finTable = [1789790.0, 63921.0, 15699.9];
// starts high C
var pokeyFrequencyDivsors = [ 29, 31, 33, 35, 37, 40, 42, 45, 47, 50, 53, 57, // C,A,B descends 12 notes per range 60, 64, 68, 72, 76, 81, 85, 91, 96,102,108,114, // C,A,B etc
121,128,136,144,153,162,173,182,193,204,217,230, // middle C
243]; // lowest c
var waveTable = [ "sine", "square", "sawtooth","triangle", "noise"];
function Envelope(at,dt,dv,st,rt)
{ this.init(dv, at,dt,st,rt);
}
Envelope.prototype.init = function(dv,at,dt,st,rt)
{ this.decay2 = dv; // decay % this.attack = at; this.decay = dt; this.sustain = st; this.release = rt; this.gain = audioContext.createGain();
}
Envelope.prototype.node = function(time)
{ this.time = time || audioContext.currentTime; this.gain.gain.linearRampToValueAtTime(0.0, time); this.gain.gain.linearRampToValueAtTime(1.0, time+this.attack); this.gain.gain.linearRampToValueAtTime(this.decay2, time+this.decay); this.gain.gain.setValueAtTime(this.decay2, time+this.sustain); this.gain.gain.linearRampToValueAtTime(0.0, time+this.release); return this.gain;
}
function FMSynth(noise)
{ if (noise == null) noise =false; this.init(noise);
}
FMSynth.prototype.init = function(noise)
{ if (waveform<4) { this.oscilator = audioContext.createOscillator(); this.oscilator.type = waveTable[waveform]; this.oscilator.frequency.value = 0; // Default frequency in hertz this.node = this.oscilator; } else { this.node = audioContext.createBufferSource(); switch (noiseSelect) { case 0: this.node.buffer = whiteNoiseBuffer; break; case 1: this.node.buffer = pinkNoiseBuffer; break; case 2: this.node.buffer = brownNoiseBuffer; break; } this.node.loop = true; } this.gainNode = audioContext.createGain(); this.gainNode.gain.value = 1; if (waveform<4) { this.node.connect(this.gainNode); } else { this.filter = audioContext.createBiquadFilter(); this.filter.type = "lowpass"; this.filter.frequency.value = 300; this.filter.gain.value = 0; this.filter.Q.value = 10; this.node.connect(this.filter); this.filter.connect( this.gainNode); } this.gainNode.connect(compressor);
}
FMSynth.prototype.play = function(note, delay, duration)
{ var N = pokeyFrequencyDivsors[note]+1; var Fin = finTable[freqSelect]; var M = 6; var Fout = Fin; if (freqSelect!=0) Fout/= (2*N); else Fout /= (2 * (N+M)); if (waveform<4) this.node.frequency.value = Fout; // Default frequency in hertz else this.filter.frequency.value = Fout; var playNode = this.node; playNode.start(delay); playNode.stop(delay+duration);
}
// initialization
function init()
{ // setup canvas and context	canvas = document.getElementById('audio');	context = canvas.getContext('2d'); // set canvas to be window dimensions resize(); // create event listeners canvas.addEventListener('mousemove', mouseMove); canvas.addEventListener('click', mouseClick); window.addEventListener('resize', resize); // initialze variables window.AudioContext = window.AudioContext||window.webkitAudioContext; audioContext = new AudioContext(); initAudio();
}
function initAudio()
{ createWhiteNoiseBuffer(); createPinkNoiseBuffer(); createBrownNoiseBuffer(); compressor = audioContext.createDynamicsCompressor(); compressor.connect(audioContext.destination);
}
// input functions
function mouseMove(event)
{	var rect = canvas.getBoundingClientRect();	mouseX = event.clientX - rect.left,	mouseY = event.clientY - rect.top
}
function mouseClick()
{ buttonpressed = CheckButtons(mouseX, mouseY, false);
}
function resize()
{ canvas.width = window.innerWidth; canvas.height = window.innerHeight; // compute centre of screen centreX = canvas.width/2; centreY = canvas.height/2;
}
// rendering functions
function render()
{ context.fillStyle = 'black'; context.clearRect(0, 0, canvas.width, canvas.height); RenderInfo(); RenderButtons(); context.globalAlpha = 1.0; context.font = '20pt Calibri'; context.fillStyle = 'rgb(255,255,255)'; context.textAlign = "center"; context.fillText('Atari Pokey Chip Audio Emulation', canvas.width/2, 100); context.fillText('using web audio api', canvas.width/2, 130);
}
// movement functions
function update()
{ CheckButtons();
}
// per frame tick functions
function animate()
{ frameCount++; // movement update update(); // render update render(); // trigger next frame requestAnimationFrame(animate);
}
function SetupButtons()
{ // erase old buttons buttons = []; var bx = canvas.width/2 -400; var by = 100; var mx = canvas.width/2 +260; new Button(bx, by+100, 140, 40, "Waveform", SwitchWaveform, '0'); new Button(bx, by+50, 140, 40, "Frequency", SwitchFrequency, '0'); new Button(bx, by, 140, 40, "Play Scale Down", PlayScaleDown, '1'); new Button(bx, by-50, 140, 40, "Play Scale Up", PlayScaleUp, '2'); new Button(bx, by+150, 140, 40, "Noise Type", PlayNoise, '2');
// new Button(bx, by+200, 140, 40, "Noise Off", PlayNoiseCancel, '2'); new Button(mx, by-50, 140, 40, "Play Confirm", PlayConfirm, '2'); new Button(mx, by, 140, 40, "Play Red Alert", PlayRedAlert, '2'); new Button(mx, by+50, 140, 40, "Play Photon", PlayPhoton, '3'); new Button(mx, by+100, 140, 40, "Play Disrubtor", PlayDisruptor, '3'); new Button(mx, by+150, 140, 40, "Play Explosion", PlayExplosion, '3'); new Button(mx-150, by+150, 140, 40, "Play Explosion Thud", PlayExplosionThud, '3'); new Button(mx+150, by+150, 140, 40, "Play Shield", PlayShield, '3'); new Button(mx, by+200, 140, 40, "Hyperspace", PlayHyperspace, '3'); new Button(mx+150, by+200, 140, 40, "Hyperspace Exit", PlayExit, '3');
}
function RenderInfo()
{ context.globalAlpha = 1.0; context.font = '20pt Calibri'; context.fillStyle = 'rgb(255,255,255)'; context.textAlign = "center"; if (freqSelect) context.fillText(finTable[freqSelect]/1000+' Khz', canvas.width/2, 180); else context.fillText(finTable[freqSelect]/1000000+' Mhz', canvas.width/2, 180); context.fillText(waveTable[waveform] +' waveform', canvas.width/2, 230); noiseNames = ['white', 'pink', 'brown']; context.fillText(noiseNames[noiseSelect]+'-noise', canvas.width/2, 280);
}
function SwitchWaveform(button)
{ waveform = (waveform+1)%5;
}
function SwitchFrequency(button)
{ freqSelect = (freqSelect+1) %3;
}
function PlayScaleDown(button)
{ for (var note=0; note<37; note++) { time = note * 0.2; (new FMSynth()).play(note, audioContext.currentTime+time, 0.2); }
}
function PlayScaleUp(button)
{ for (var note=0; note<37; note++) { time = note * 0.2; (new FMSynth()).play(37-note, audioContext.currentTime+time, 0.2); }
}
function PlayConfirm()
{ time = 0 inc = 1/8; dur = inc/2; freqSelect = 0; waveform = 3; note = 36; for (var i=0; i<3; i++) { (new FMSynth()).play(note, audioContext.currentTime+time, dur); time += inc; }
}
function PlayRedAlert()
{ time = 0 inc = 1/3; dur = inc; freqSelect = 1; waveform = 1; note1 = 14; note2 = 26; for (var i=0; i<4; i++) { waveform = 1;freqSelect=1; (new FMSynth()).play(note1, audioContext.currentTime+time, dur); waveform = 0;freqSelect=2; (new FMSynth()).play(note1, audioContext.currentTime+time, dur); time += inc; waveform = 1;freqSelect=1; (new FMSynth()).play(note2, audioContext.currentTime+time, dur); waveform = 0;freqSelect=2; (new FMSynth()).play(note2, audioContext.currentTime+time, dur); time += inc; }
}
function PlayDisruptor()
{ waveform = 0; freqSelect = 1; photonTone= new FMSynth(); photonTone.play(0, audioContext.currentTime, 0.4); photonTone.oscilator.frequency.linearRampToValueAtTime(30,audioContext.currentTime); photonTone.oscilator.frequency.linearRampToValueAtTime(300,audioContext.currentTime+1); waveform = 4; freqSelect = 1; photonSound = new FMSynth(); photonSound.play(0, audioContext.currentTime, 2); photonSound.filter.frequency.linearRampToValueAtTime(600, audioContext.currentTime); photonSound.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime+2); photonSound.filter.Q.linearRampToValueAtTime(25, audioContext.currentTime); photonSound.filter.Q.linearRampToValueAtTime(8, audioContext.currentTime+1); photonSound.filter.Q.linearRampToValueAtTime(3, audioContext.currentTime+1.1);
}
function PlayExplosion()
{ freqSelect = 2; waveform = 0; noiseSelect = 0; (new FMSynth()).play(24, audioContext.currentTime, 0.5); waveform = 4; noiseSelect = 0; explode1 = new FMSynth(); explode1.play(0, audioContext.currentTime, 2); explode1.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime); explode1.filter.frequency.linearRampToValueAtTime(1000, audioContext.currentTime+1); explode1.filter.frequency.linearRampToValueAtTime(8200, audioContext.currentTime+2); explode1.filter.Q.linearRampToValueAtTime(0.1, audioContext.currentTime); explode1.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime+1); explode1.filter.Q.linearRampToValueAtTime(2.5, audioContext.currentTime+1.7); envelope = new Envelope(0, 0.9, 0.5, 1.2, 1.4); explode1.filter.disconnect(explode1.gainNode); explode1.gainNode = envelope.node(audioContext.currentTime); explode1.filter.connect(explode1.gainNode); explode1.gainNode.connect(compressor); noiseSelect = 1; explode2 = new FMSynth(); explode2.play(0, audioContext.currentTime, 2); explode2.filter.frequency.linearRampToValueAtTime(1600, audioContext.currentTime); explode2.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime+1); explode2.filter.frequency.linearRampToValueAtTime(18000, audioContext.currentTime+2); explode2.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime); explode2.filter.Q.linearRampToValueAtTime(10.3, audioContext.currentTime+1); explode2.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime+2); envelope = new Envelope(0.0, 0.9, 0.4, 1.0, 2); explode2.filter.disconnect(explode2.gainNode); explode2.gainNode = envelope.node(audioContext.currentTime); explode2.filter.connect(explode2.gainNode); explode2.gainNode.connect(compressor);
}
function PlayExplosionThud()
{ freqSelect = 2; waveform = 0; noiseSelect = 0; (new FMSynth()).play(24, audioContext.currentTime, 0.5); waveform = 4; noiseSelect = 0; explode1 = new FMSynth(); explode1.play(0, audioContext.currentTime, 0.6); explode1.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime); explode1.filter.frequency.linearRampToValueAtTime(1000, audioContext.currentTime+1); explode1.filter.Q.linearRampToValueAtTime(0.1, audioContext.currentTime); explode1.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime+1); explode1.filter.Q.linearRampToValueAtTime(2.5, audioContext.currentTime+1.7); envelope = new Envelope(0, 0.9, 0.5, 1.2, 1.4); explode1.filter.disconnect(explode1.gainNode); explode1.gainNode = envelope.node(audioContext.currentTime); explode1.filter.connect(explode1.gainNode); explode1.gainNode.connect(compressor); noiseSelect = 1; explode2 = new FMSynth(); explode2.play(0, audioContext.currentTime, 0.6); explode2.filter.frequency.linearRampToValueAtTime(1600, audioContext.currentTime); explode2.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime+1); explode2.filter.frequency.linearRampToValueAtTime(18000, audioContext.currentTime+2); explode2.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime); explode2.filter.Q.linearRampToValueAtTime(10.3, audioContext.currentTime+1); explode2.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime+2); envelope = new Envelope(0.0, 0.9, 0.4, 1.0, 2); explode2.filter.disconnect(explode2.gainNode); explode2.gainNode = envelope.node(audioContext.currentTime); explode2.filter.connect(explode2.gainNode); explode2.gainNode.connect(compressor);
}
function PlayHyperspace()
{ waveform = 4; noiseSelect = 2; photonSound = new FMSynth(); photonSound.play(0, audioContext.currentTime, 8); photonSound.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime); photonSound.filter.frequency.linearRampToValueAtTime(1000, audioContext.currentTime+2); photonSound.filter.frequency.linearRampToValueAtTime(2500, audioContext.currentTime+8); photonSound.filter.Q.linearRampToValueAtTime(25, audioContext.currentTime); photonSound.filter.Q.linearRampToValueAtTime(8, audioContext.currentTime+1); photonSound.filter.Q.linearRampToValueAtTime(5, audioContext.currentTime+1.1); photonSound.filter.Q.linearRampToValueAtTime(19, audioContext.currentTime+5.1);
}
function PlayExit()
{ waveform = 4; noiseSelect = 2; photonSound = new FMSynth(); photonSound.play(0, audioContext.currentTime, 2); photonSound.filter.frequency.linearRampToValueAtTime(2500, audioContext.currentTime); photonSound.filter.frequency.linearRampToValueAtTime(100, audioContext.currentTime+2); photonSound.filter.Q.linearRampToValueAtTime(21, audioContext.currentTime); photonSound.filter.Q.linearRampToValueAtTime(8, audioContext.currentTime+2);
}
function PlayPhoton(button)
{ waveform = 3; freqSelect = 1; photonTone= new FMSynth(); photonTone.gainNode.gain.value = 0.25; photonTone.play(0, audioContext.currentTime, 2); photonTone.oscilator.frequency.linearRampToValueAtTime(600,audioContext.currentTime); photonTone.oscilator.frequency.linearRampToValueAtTime(155,audioContext.currentTime+0.2); photonTone.oscilator.frequency.linearRampToValueAtTime(0,audioContext.currentTime+1.4); photonTone.gainNode.gain.linearRampToValueAtTime(0.25, audioContext.currentTime); photonTone.gainNode.gain.linearRampToValueAtTime(0.25, audioContext.currentTime+1.5); photonTone.gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime+2); waveform = 4; freqSelect = 1; noiseSelect = 0; photonSound = new FMSynth(); photonSound.gainNode.gain.value = 0.25; photonSound.play(0, audioContext.currentTime, 1.5); photonSound.filter.frequency.linearRampToValueAtTime(1000, audioContext.currentTime); photonSound.filter.frequency.linearRampToValueAtTime(38000, audioContext.currentTime+2); photonSound.filter.Q.linearRampToValueAtTime(5, audioContext.currentTime); photonSound.filter.Q.linearRampToValueAtTime(2, audioContext.currentTime+0.5); photonSound.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime+1.2); photonSound.gainNode.gain.linearRampToValueAtTime(0.15, audioContext.currentTime); photonSound.gainNode.gain.linearRampToValueAtTime(0.01, audioContext.currentTime+1.5); photonSound.gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime+2);
}
function PlayShield()
{ freqSelect = 0; waveform = 4; noiseSelect = 1; var shield = new FMSynth(); shield.play(24, audioContext.currentTime, 0.25); shield.filter.type = 'highpass'; shield.filter.frequency.linearRampToValueAtTime(13000, audioContext.currentTime); shield.filter.frequency.linearRampToValueAtTime(5000, audioContext.currentTime+0.25); shield.filter.Q.linearRampToValueAtTime(1, audioContext.currentTime); shield.filter.Q.linearRampToValueAtTime(12, audioContext.currentTime+0.25); PlayExplosionThud();
}
function PlayNoise(button)
{ noiseSelect = (noiseSelect+1)%3;
}
createWhiteNoiseBuffer = function(bufferSize)
{ bufferSize = bufferSize || 131072; whiteNoiseBuffer = audioContext.createBuffer(1, bufferSize, audioContext.sampleRate); var dataChannel = whiteNoiseBuffer.getChannelData(0); console.log(dataChannel.length); for (var i=0; i<dataChannel.length; i++) { dataChannel[i] = Math.random()*2-1; }
}
createPinkNoiseBuffer = function(bufferSize)
{ bufferSize = bufferSize || 131072; pinkNoiseBuffer = audioContext.createBuffer(1, bufferSize, audioContext.sampleRate); var output = pinkNoiseBuffer.getChannelData(0); var b0, b1, b2, b3, b4, b5, b6; b0 = b1 = b2 = b3 = b4 = b5 = b6 = 0.0; for (var i = 0; i < bufferSize; i++) { var white = Math.random() * 2 - 1; b0 = 0.99886 * b0 + white * 0.0555179; b1 = 0.99332 * b1 + white * 0.0750759; b2 = 0.96900 * b2 + white * 0.1538520; b3 = 0.86650 * b3 + white * 0.3104856; b4 = 0.55000 * b4 + white * 0.5329522; b5 = -0.7616 * b5 - white * 0.0168980; output[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362; output[i] *= 0.11; // (roughly) compensate for gain b6 = white * 0.115926; }
};
createBrownNoiseBuffer = function(bufferSize)
{ bufferSize = bufferSize || 131072; var lastOut = 0.0; brownNoiseBuffer = audioContext.createBuffer(1, bufferSize, audioContext.sampleRate); var output = brownNoiseBuffer.getChannelData(0); for (var i = 0; i < bufferSize; i++) { var white = Math.random() * 2 - 1; output[i] = (lastOut + (0.02 * white)) / 1.02; lastOut = output[i]; output[i] *= 3.5; // (roughly) compensate for gain }
};
// entry point
init();
SetupButtons();
animate();
Atari Pokey Chip Emulator - Script Codes
Atari Pokey Chip Emulator - Script Codes
Home Page Home
Developer Andi Smithers
Username Bolloxim
Uploaded November 21, 2022
Rating 3
Size 6,596 Kb
Views 18,216
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