Doc touch-ups.
I think I know how that chunk of the TIA docs disappeared, but not how I missed it in double-checking the PR....
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**asset**: an instrument, wavetable or sample.
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**bit**: a single binary on-off value.
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**bitbang**: to achieve PCM sound by sending a rapid stream of volume commands to a non-PCM channel.
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**bitmask**: a set of bits which represent individual single-bit toggles or groups representing small numbers. these are explained fully in the [hexadecimal primer](hex.md).
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**LFO**: low frequency oscillator. a wave with a slow period (often below hearing range) used to alter other sounds.
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**LFSR**: linear-feedback shift register. an algorithm of generating pseudo-random noise that loops, also known as "periodic noise". depending on the location of the two "taps" used, different lengths of noise loops are generated.
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**LFSR**: linear-feedback shift register. a method to generate pseudo-random noise that loops, also known as "periodic noise". within a sequence of on-off bits, it does math to combine the bits at specified locations called "taps", then shifts the whole sequence and adds the resulting bit on the end, guaranteeing a different state for the next pass. depending on the locations of the taps, different lengths of noise loops are generated; for short loops, this will affect their tone.
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**macro**: a sequence of values automatically applied while a note plays.
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**supersaw**: a sound made up of multiple saw waves at slightly different frequencies to achieve a chorusing effect.
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**tap**: a specified bit location within an LFSR.
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**tick rate**: the number of times per second that the sound engine moves forward. all notes and effects are quantized to this rate.
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- this usually corresponds to the frame rate the system uses for video, approximately 60 for NTSC and 50 for PAL.
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