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| 1 | +# Audio Overview |
| 2 | + |
| 3 | +Game Boy audio is sometimes called "8-bit". |
| 4 | +This does not refer to the bit depth of the sound generated, but rather that it has sound capabilities typical of 8-bit consoles. |
| 5 | +Like much of its contemporary hardware, the Game Boy produces sound generated by simple digital circuits. |
| 6 | + |
| 7 | +## Architecture |
| 8 | + |
| 9 | +{{#include imgs/apu_overview.svg:2:}} |
| 10 | + |
| 11 | +The Game Boy has four sound generation units, called **channels** 1 through 4, notated "CH1", "CH2", etc. |
| 12 | +Unlike some other sound chips, such as the C64's SID or the Atari 5200's POKEY, each sound channel is specialized in a way largely different from the other channels. |
| 13 | + |
| 14 | +Each channel generates an electronic signal; these signals are then mixed into two new channels (for stereo: one for the left ear, one for the right ear), which are then individually amplified, and then output either to the headphone jack, or the speaker[^speaker_mono]. |
| 15 | + |
| 16 | +Channels 1 and 2, the "pulse channels", produce [pulse width modulated waves](https://en.wikipedia.org/wiki/Pulse-width_modulation) with 4 fixed pulse width settings. |
| 17 | +Channel 3, the "wave" channel, produces arbitrary user-supplied waves. |
| 18 | +Channel 4 is the "[noise](https://en.wikipedia.org/wiki/Noise_in_music)" channel, producing a pseudo-random wave. |
| 19 | + |
| 20 | +The VIN channel is an analog signal received directly from the cartridge, allowing external hardware to supply a fifth sound channel. |
| 21 | +No licensed games used this feature, and it was omitted from the Game Boy Advance. |
| 22 | + |
| 23 | +::: tip POCKET MUSIC |
| 24 | + |
| 25 | +Despite some online claims, *Pocket Music* does not use VIN. |
| 26 | +It refuses to run on the GBA for a different reason: the developer couldn't figure out how to silence buzzing associated with sample playback on the wave channel. |
| 27 | + |
| 28 | +::: |
| 29 | + |
| 30 | +[^speaker_mono]: |
| 31 | +The speaker merges back the two channels, losing the stereo aspect entirely. |
| 32 | + |
| 33 | +## Common concepts |
| 34 | + |
| 35 | +### APU |
| 36 | + |
| 37 | +The Game Boy's sound chip is called the <abbr title="Audio Processing Unit">APU</abbr>. |
| 38 | + |
| 39 | +The APU runs off the same master clock as the rest of the Game Boy, which is to say, it is fully synced with the CPU and [PPU](<#Rendering Overview>). |
| 40 | +This also means that the APU runs about 2.4% faster on the SGB1, increasing frequencies by as much and thus sounding slightly higher-pitched. |
| 41 | +The SGB2 rectifies this issue. |
| 42 | + |
| 43 | +All interfaces to the APU use **durations** instead of frequencies, which may be confusing as signal theory and music are more typically based on the latter. |
| 44 | +Thus, durations will be expressed from their frequencies: for example, a "256 Hz tick" means "1 ∕ 256th of a second". |
| 45 | + |
| 46 | +The length of APU ticks is not affected by [CGB double speed](<#FF4D — KEY1 (CGB Mode only): Prepare speed switch>), so the APU works just the same regardless of CPU speed. |
| 47 | + |
| 48 | +::: warning |
| 49 | + |
| 50 | +The Game Boy's APU is actually full of tricky details; this chapter will mostly describe the intended / common behavior, and often paper over bugs & quirks. |
| 51 | +Readers wishing to learn more should read the [APU details](<#Audio Details>) chapter. |
| 52 | + |
| 53 | +::: |
| 54 | + |
| 55 | +### Triggering |
| 56 | + |
| 57 | +**Triggering** a channel causes it to turn on if it wasn't[^trig_dac_off], and to start playing its wave from the beginning[^pulse_restart]. |
| 58 | +Most changes to a channel's parameters take effect immediately, but some require re-triggering the channel. |
| 59 | + |
| 60 | +### Volume & envelope |
| 61 | + |
| 62 | +The volume can be controlled in two ways: there is a "master volume" control[^vol_knob] (which has separate settings for the left and right outputs), and each channel's volume can be individually set as well (CH3's less precisely than the others). |
| 63 | + |
| 64 | +Additionally, an [**envelope**](https://en.wikipedia.org/wiki/Envelope_(music)) can be configured for CH1, CH2 and CH4, which allows automatically adjusting the volume over time. |
| 65 | +The parameters that can be controlled are the initial volume, the envelope's direction (but not its slope), and its duration. |
| 66 | +Internally, all envelopes are ticked at 64 Hz, and every 1–7 of those ticks, the volume will be increased or decreased. |
| 67 | + |
| 68 | +### Length timer |
| 69 | + |
| 70 | +All channels can be individually set to automatically shut themselves down after a certain amount of time. |
| 71 | + |
| 72 | +If the functionality is enabled, a channel's **length timer** ticks up[^len_cnt_dir] at 256 Hz (tied to [DIV-APU](<#DIV-APU>)) from the value it's initially set at. |
| 73 | +When the length timer reaches 64, the channel is turned off. |
| 74 | + |
| 75 | +### Frequency |
| 76 | + |
| 77 | +Music notes and audio waves are typically manipulated in terms of **frequency**[^pitch], i.e. how often the signal repeats per second. |
| 78 | +However, as explained above, the Game Boy APU primarily works with durations; thus, **wavelengths** will be used instead of frequency.[^len_raw] |
| 79 | + |
| 80 | +::: warning |
| 81 | + |
| 82 | +The term "wavelength" throughout this document does *not* designate the inverse of the frequency, but instead a quantity akin to it. |
| 83 | +See the description of each NRx3 register for more information. |
| 84 | + |
| 85 | +::: |
| 86 | + |
| 87 | +--- |
| 88 | + |
| 89 | +[^trig_dac_off]: |
| 90 | +If [the channel's DAC](#DACs) is off, the channel will not turn on. |
| 91 | + |
| 92 | +[^pulse_restart]: |
| 93 | +Except for pulse channels, whose phase position is only ever reset by turning the APU off. |
| 94 | +This is usually not noticeable unless changing the duty cycle mid-note. |
| 95 | + |
| 96 | +[^vol_knob]: |
| 97 | +This is separate from the physical volume knob located on the side of the console. |
| 98 | + |
| 99 | +[^len_cnt_dir]: |
| 100 | +Internally, the length timer is inverted when written, and *that* ticks down until it reaches 0. |
| 101 | +But the effect is as if the counter ticked up. |
| 102 | + |
| 103 | +[^pitch]: |
| 104 | +There is also **pitch**, which is merely a measure of how we perceive frequency. |
| 105 | +The higher the frequency, the higher the pitch; therefore, pitch will be omitted from the rest of the document. |
| 106 | + |
| 107 | +[^len_raw]: |
| 108 | +Actually, the APU interfaces don't work with any wavelengths either, but with values that are more akin to wavelengths than frequencies. |
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