Difference between revisions of "A/V Control Commands"

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(Created page with "These are the commands you call from the main game kernel to control the Propeller A/V. Most commands do not return a value unless noted. == playSFX(which channel, which f...")
 
 
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The PIC32 runs main game code, the Parallax Propeller (Prop) handles audio/video. They do not share RAM, thus the Prop only knows what you tell it via '''A/V Control Commands'''.
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These are the commands you call from the main game kernel to control the Propeller A/V. Most commands do not return a value unless noted.
 
These are the commands you call from the main game kernel to control the Propeller A/V. Most commands do not return a value unless noted.
  
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== Audio ==
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pinHeck system can play (4) channels of 22,050Hz stereo WAV files at the same time. The fourth channel (channel 3 logical numbers) is always used for music.
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[[playSFX(which channel, which folder, clip0, clip1, priority)]]
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[[playSFXQ(which channel, which folder, clip0, clip1, priority)]]
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[[stereoSFX(which channel, which folder, clip0, clip1, priority, left volume, right volume)]]
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[[playMusic(clip0, clip1)]]
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[[playMusicOnce(clip0, clip1)]]
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[[stopMusic()]]
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[[volumeSFX(which channel, volume left, volume right)]]
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[[fadeMusic(fade speed, fade target)]]
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[[repeatMusic(what state)]]
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[[musicLoop(whichChannel, startingPoint, loopingPoint, jumpPoint)]]
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== Video ==
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pinHeck can play 1 video layer at 30 FPS, or combine 2 layers (with black as transparency) at 15 FPS. Both layers have forward/backward control, can advance 1-3 frames at a time, or you can manually jump to frames for a video mode.
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Note that pinHeck audio/video is NOT interleaved (contained in same file) This is because quite often you'll have the same video with several different random audio calls attached to it.
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[[video(which folder, clip0, clip1, attributes, progressBar, priority)]]
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[[videoQ(which folder, clip0, clip1, attributes, progressBar, priority)]]
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[[killQ()]]
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[[stopVideo(what state)]]
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[[videoPriority(new priority)]]
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[[videoControl(whichLayer, controlByte, xPos, yPos, frameTarget)]]
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[[layerLoad(whichLayer, v1, v2, v3, vidAttributes, controlByte, xPos, yPos, vP, DMDsearch)]]
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[[customScore(v1, v2, v3, vidAttributes)]]
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[[killCustomScore()]]
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== Graphics ==
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Graphics are anything on the display that isn't part of the video. This includes numbers, progress bars, Ball and Credit indicators, and sprites (character set graphics you can move around)
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[[numbers(which number, number Type, number X, number Y, number value)]]
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[[numbersPriority(whichNumber, numType, numX, numY, numValue, matchPriority)]]
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[[killNumbers()]]
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[[killScoreNumbers()]]
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[[killTimer(which number)]]
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[[characterSprite(which number, sprite attribute, sprite X, sprite Y, sprite height, sprite value)]]
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[[showValue(number value, flash time, score flag)]]
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[[showProgressBar(which Graphic, bar brightness, x pos, y pos, length of bar, height of bar)]]
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[[value(xpos, ypos, the value)]]
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[[text(xpos, ypos, the text string)]]
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[[graphicsMode(do what, the modifier)]]
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[[loadSprite(clip0, clip1, clip2, doLoad)]]
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[[sendSwitches()]]
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== Scorekeeping ==
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Again, the Propeller A/V processor has no clue what any scores are unless you tell it. Current player's score is always being changed, and all player scores / ball and credit numbers are updated at every drain cycle.
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[[Update(attract mode state)]]
  
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[[addScore(score amount)]]
  
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[[setScore(which player)]]
  
== playSFX(which channel, which folder, clip0, clip1, priority) ==
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[[manualScore(whichScore, whatValue)]]
  
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[[EOBnumbers(whichNumber, number value)]]
  
'''Example:'''
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[[sendHighScores(which score)]]
  
playSFX(0, 'B', 'A', 'A', 255);
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[[sendInitials(which player, which character)]]
  
Plays audio file "BAA.wav" from the SFX/_FB folder on Channel 0 at top Priority.
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== EEPROM Access ==
  
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The PIC32 uses the top half of the removable Propeller EEPROM for data storage. It has many more rewrite cycles than the flash memory contained inside the PIC32.
  
Use channels 0-2. Channel 3 is reversed for music (usually always playing)
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Because of this, EEPROM access is kind of slow (up to 20ms for a long write as it also verifies the write) It is best to only do it during drain cycles or between games.
  
If a sound file is currently playing on Channel 0 at a higher priority than an incoming sound, then the new sound will not play. What I tend to do is use channel 0 for voice prompts, channel 1 for mid-table sound effects (targets, slings etc) and channel 2 for back of the table sounds (pop bumpers and rollovers) This helps "space out" the sounds during a multiball.
 
  
As an example, run your normal pop bumper sound on channel 2 with a priority of 250. Then, if you have a "Super Pops" sound or callout, use the same channel but with a priority of 255. Reason for this is let's say you get 50 pops and it says "SUPER POPS!" Now you'll probably get additional pop hits while this voice plays. By calling the voice at 255, and the pops at 250, it ensures the normal pop sound won't override the voice prompt until the priority 255 voice prompt finishes.
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[[writeEEPROM(which address, what value)]]
  
It might be tempting to avoid this by using different channels all the time, but the problem there is you may have voices overlapping which sounds bad.
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[[readEEPROM(which address)]]

Latest revision as of 15:24, 12 September 2015

The PIC32 runs main game code, the Parallax Propeller (Prop) handles audio/video. They do not share RAM, thus the Prop only knows what you tell it via A/V Control Commands.

These are the commands you call from the main game kernel to control the Propeller A/V. Most commands do not return a value unless noted.

Audio

pinHeck system can play (4) channels of 22,050Hz stereo WAV files at the same time. The fourth channel (channel 3 logical numbers) is always used for music.


playSFX(which channel, which folder, clip0, clip1, priority)

playSFXQ(which channel, which folder, clip0, clip1, priority)

stereoSFX(which channel, which folder, clip0, clip1, priority, left volume, right volume)

playMusic(clip0, clip1)

playMusicOnce(clip0, clip1)

stopMusic()

volumeSFX(which channel, volume left, volume right)

fadeMusic(fade speed, fade target)

repeatMusic(what state)

musicLoop(whichChannel, startingPoint, loopingPoint, jumpPoint)

Video

pinHeck can play 1 video layer at 30 FPS, or combine 2 layers (with black as transparency) at 15 FPS. Both layers have forward/backward control, can advance 1-3 frames at a time, or you can manually jump to frames for a video mode.

Note that pinHeck audio/video is NOT interleaved (contained in same file) This is because quite often you'll have the same video with several different random audio calls attached to it.


video(which folder, clip0, clip1, attributes, progressBar, priority)

videoQ(which folder, clip0, clip1, attributes, progressBar, priority)

killQ()

stopVideo(what state)

videoPriority(new priority)

videoControl(whichLayer, controlByte, xPos, yPos, frameTarget)

layerLoad(whichLayer, v1, v2, v3, vidAttributes, controlByte, xPos, yPos, vP, DMDsearch)

customScore(v1, v2, v3, vidAttributes)

killCustomScore()

Graphics

Graphics are anything on the display that isn't part of the video. This includes numbers, progress bars, Ball and Credit indicators, and sprites (character set graphics you can move around)


numbers(which number, number Type, number X, number Y, number value)

numbersPriority(whichNumber, numType, numX, numY, numValue, matchPriority)

killNumbers()

killScoreNumbers()

killTimer(which number)

characterSprite(which number, sprite attribute, sprite X, sprite Y, sprite height, sprite value)

showValue(number value, flash time, score flag)

showProgressBar(which Graphic, bar brightness, x pos, y pos, length of bar, height of bar)

value(xpos, ypos, the value)

text(xpos, ypos, the text string)

graphicsMode(do what, the modifier)

loadSprite(clip0, clip1, clip2, doLoad)

sendSwitches()

Scorekeeping

Again, the Propeller A/V processor has no clue what any scores are unless you tell it. Current player's score is always being changed, and all player scores / ball and credit numbers are updated at every drain cycle.


Update(attract mode state)

addScore(score amount)

setScore(which player)

manualScore(whichScore, whatValue)

EOBnumbers(whichNumber, number value)

sendHighScores(which score)

sendInitials(which player, which character)

EEPROM Access

The PIC32 uses the top half of the removable Propeller EEPROM for data storage. It has many more rewrite cycles than the flash memory contained inside the PIC32.

Because of this, EEPROM access is kind of slow (up to 20ms for a long write as it also verifies the write) It is best to only do it during drain cycles or between games.


writeEEPROM(which address, what value)

readEEPROM(which address)