Line 42: |
Line 42: |
| ! u8 delay | | ! u8 delay |
| ! u8 smoothing | | ! u8 smoothing |
− | ! u8 loop_delay(?) | + | ! u8 loop_delay |
| ! u8 ??? | | ! u8 ??? |
| |- | | |- |
− | | 0x01 = many patterns per second | + | | ''delay = seconds * 0x10'' |
− | 0x3F = 4p / ~0.502sec
| |
| | | |
− | 0x81 = ~4pps
| + | Since this data is represented in a u8, the precision is 1/16th of a second (0x01) and the maximum delay time is 15.9375 seconds (0xFF). |
| | | |
− | 0x00 = least patterns per second | + | If set to 0x00, only the first value of the pattern is played. (?) |
− | | 0x00 = no smoothing | + | | The lower the value is, the less smoothing is applied to the pattern. Here is a visual approximation of how the smoothing works: [https://i.imgur.com/ZxdPbIw.png Smooth function.] |
| | | |
− | 0xFF = insane smoothing
| + | | ''loop_delay = seconds * 0x10'' |
− | | 0x00 = no pattern looping delay
| + | Since this data is represented in a u8, the precision is 1/16th of a second (0x01) and the maximum delay time is 15.875 seconds (0xFE). |
| | | |
− | 0x20 = ~2000ms delay before starting again
| + | If set to 0x00, there is no loop delay. |
| | | |
− | 0xFE = huge delay between pattern loops
| + | If set to 0xFF, the pattern is played only once. |
− | | |
− | 0xFF = loop once
| |
| | ??? | | | ??? |
| |} | | |} |