From 3a4dc7ae8e617e1dda0bd5fe955e9e0e08eda04c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C3=ABl=20Banaan=20Ananas?= Date: Sun, 14 Aug 2011 12:36:26 +0000 Subject: [PATCH] (add note) --- src/mame/audio/flower.c | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/mame/audio/flower.c b/src/mame/audio/flower.c index b2cf020602e..223f19b2321 100644 --- a/src/mame/audio/flower.c +++ b/src/mame/audio/flower.c @@ -4,7 +4,9 @@ Initial version was based on the Wiping sound driver, which was based on the old TODO: - timing (see main driver file), but also of samplerate and effects counter - what do the unknown bits in soundregs do? -- are channel effects correct? currently mostly guesswork +- Are channel effects correct? It's currently mostly guesswork, the pitch effects sound pretty convincing though. + Considering that the game sound hardware isn't complicated (no dedicated soundchip) these bits are possibly + for something way simpler, such as a length counter. PCB sound recordings would be useful! */ @@ -13,7 +15,7 @@ TODO: #define FLOWER_VERBOSE 0 // show register writes -#define MIXER_SAMPLERATE 48000 /* ? (native freq is probably in the MHz range: note the >>7 when reading a sample) */ +#define MIXER_SAMPLERATE 48000 /* ? (native freq is probably in the MHz range) */ #define MIXER_DEFGAIN 48