gregf |
Ramtek's Trivia promoter
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Reged: 09/21/03
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Posts: 8608
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Loc: southern CA, US
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Re: DU: Bradley Trainer
10/16/17 07:55 PM
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>> Does battlezone require samples?
>None required.
Reply explains why mentioning this topic.
There may be the chance that other discrete/analog audio sound effects are being generated in Bradley Trainer that might not be generated in Battlezone. That is why this rare opportunity for getting any actual video/audio of Bradley Trainer in action is a must. In case Bradley Trainer does generate any slightly different analog audio, have to make sure the audio recording portion is quality enough that there may be a chance to simulate as best possible the analog audio sound effect(s). The analog/discrete audio could all be the same which the schematics can be found in Battlezone paperwork, but it would be ideal to not let this opportunity slip by in case Bradley Trainer does have one or two different analog/discrete audio not in Battlezone and which there is likely very little of any paperwork for Bradley Trainer. If there ever was any repair paperwork distributed for Bradley Trainer, it would probably read "refer to Battlezone manual for any repairs".
- src/mame/audio/bzone.cpp
include "sound/discrete.h" include "sound/pokey.h"
MACHINE_CONFIG_START( bzone_audio )
MCFG_SPEAKER_STANDARD_MONO("mono")
MCFG_SOUND_ADD("pokey", POKEY, BZONE_MASTER_CLOCK / 8 ) MCFG_POKEY_ALLPOT_R_CB(IOPORT("IN3")) MCFG_POKEY_OUTPUT_RC(RES_K(10), CAP_U(0.015), 5.0) MCFG_SOUND_ROUTE_EX(0, "discrete", 1.0, 0)
MCFG_SOUND_ADD("discrete", DISCRETE, 0) MCFG_DISCRETE_INTF(bzone)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0) MACHINE_CONFIG_END -
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