Beeper Engines
Beepola supports the following beeper engines. Each has its own unique
sound, and its own advantages and disadvantages.
Special FX Beeper Engine
- Supports note sustain settings
- 2 tone channels
- 1 percussion channel, with 4 percussion sounds.
Phaser1 Beeper Engine
- Full 5 octaves for both tone channels
- Channel 2 is a programmable phasing synthesiser, allowing up to 100
unique instruments per song
- 1 percussion channel, with either 8 high-quality digitally sampled
percussion sounds, or 9 synthesised drum sounds available
- Has none of the detuning effects that are present in many other
beeper engines.
The Music Box Beeper Engine
- Small player routine (approx. 217 bytes, depending upon the features selected
at compile time)
- 2 tone channels
- Fixed note lengths, and the fact that it does not use an Interrupt Service
Routine mean that this tone generator is well suited for producing 2 channel
in-game music. The "play next note" routine call be called at regular
intervals from within a main game loop, or from an IM2 interrupt routine,
to achieve song playback while a game or other code is running.
- Clean-sounding square wave tones.
The Music Studio Beeper Engine
- Small player routine (approx. 214 bytes, depending upon the features selected
at compile time)
- 2 channels, one of which may contain percussion
- 13 percussion sounds
- Sawtooth-style synthesized tones.
- Fixed note lengths, and the fact that it does not use an Interrupt Service
Routine mean that this tone generator is well suited for producing 2 channel
in-game music. The "play next note" routine call be called at regular
intervals from within a main game loop, or from an IM2 interrupt routine,
to achieve song playback while a game or other code is running.
The Savage Beeper Engine
- 2 tone channels
- 1 percussion channel with 5 drum sounds
- Ornaments (up to 31 unique ornaments per song)
- Glissando effect (range of 255 possible values) for both channels
- Skew and skew XOR effects to change the timbre of the sounds for
both channels
- FX effect to support a range of addition sound effects for each
channel.
The ROMBeep Engine
- Uses the Spectrum BEEP ROM routine to generate pseudo 2 channel
sound using argeggios.
- Small player code.
- Player routine can be run from contended memory. This is the only
beeper engine supported by Beepola that will sound undistorted on a 16K
Spectrum.
The Plip Plop Engine
- Single tone channel of sawtooth-wave melody.
- 4 Drum sounds.
- Configurable pitch bend rate up/down.
The Huby Engine
- 2 tone channels
- 1 percussion sound (replaces the note on Channel 1).
- Manual note detuning capability.
- Tiny replay routine (around 100 bytes) and very compact data format
make this engine ideal for game music where memory space for music is
limited.
The QChan Engine
- 4 tone channels
- 1 percussion channel with 12 sounds.
- Per-channel volume controls.
- Per-pattern note sustain settings.
- No significant tuning issues.
The Tritone Engine
- 3 tone channels
- 1 percussion channel with 24 sounds.
- Manual note detuning capability.
- Skew effects to change the timbre of individual notes.
- Two player versions included:- one with a different volume level for
each channel, and a second with equal volume levels.