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    {
    JACK DYBCZAK
                                   ANSI MUSIC

    It's Really simple to create this music. Hopefully many more will start
    using those codes inside online games etc.

    Small examples:

     O3     Sets octave 3
     T120   Sets tempo to 120 (default)

    You can use several statements on each line. Could it be more simple.
    It's exactly the same command as the BASIC command called PLAY from
    IBM BASIC or GW-BASIC and all those.

             MUSIC:

              Syntax: ESC[MF T120 O2C8D8E8F8G8 (All lines must end With ASCII 14)

              Music Strings in the BASIC Play format are supported.
              Multiple Strings per line may be entered.

              Music Strings should begin With the Characters "<esc>[M"
              where <esc> is a True ESC Character (DEC 27, Hex 1B).
              Please refer to your BASIC manual For information on the
              BASIC Play commands.  The following are all valid for
              beginning a Music String in SMILE: MF, MB, MN, ML, MS, M .
              Although MB (Music Background) is valid, True backgroud
              music is not supported.

              Music Strings should end With the musical note Character
              (DEC 14, Hex 0E, CTRL-N).  if this Character is missing,
              SMILE will look For the next ESC Character or the
              end-of-line marker to terminate the music String.  This
              option was added to try and catch as many incorrectly
              formated music Strings as possible.  However, for
              compatiblity With other viewers, I suggest you always end
              your music Strings With CTRL-N (DEC 14)

              Sound:
              ( Thanks to Julie Ibarra, author of ANSIPLAY For this idea )

              Syntax:
              ESC[MF Freq; Duration; Cycles; CycleDelay;Variation (DEC14)

              Custom Sounds are supported in SMILE by using a Sound CODE
              similar to that found in BASIC and the Program ANSIPLAY.
              However, the Sound generator in SMILE differs from the
              Sound command in BASIC.  Therefore, different frequency
              values must be used to produce the musical notes.  These
              are listed somewhere down the page.

              The Sound statement must begin and end in the same manner
              discussed above For a normal music String.  The Sound CODE
              consists of the following parameters serparated by a
              semicolon (;) :

              FREQ     : Frequency of note to be played.  The affective
                         range of frequencies is 0 to 7904.
                         (0..65535)

              DURATION : Time, in milliseconds, the note should be played.
                         (0..65535)

              CYCLES   : Number of times to Repeat Frequency/Duration.
                         (0..65535)

              Delay    : Time, in milliseconds, between cycles.
                         (0..65535)

              VarIATION: Frequency value is changed by this number for
                         each CYCLE the note is played.
                         (-65535..65535)

              (NOTE: 1 second = 1000 milliseconds)

              Press ESC to Exit a DURATION or Delay action.  You may
              have to press ESC a couple of times to completely Exit
              a Sound sequence.

              Sound CODE Musical Note Frequency Values (7 Octives):

                C    C#   D    D#   E    F    F#   G    G#   A    A#   B

                65   69   73   78   82   87   92   98  104  110  116  123
               131  139  147  156  165  175  185  196  208  220  233  247
               262  278  294  312  330  350  370  392  416  440  466  494
               524  556  588  624  660  700  740  784  832  880  932  988
              1048 1112 1176 1248 1320 1400 1480 1568 1664 1760 1864 1976
              2096 2224 2352 2496 2640 2800 2960 3136 3328 3520 3728 3952
              4192 4448 4704 4992 5280 5600 5920 6272 6656 7040 7456 7904

              One advantage of the Sound CODE is the ability to place a
              PAUSE in your ANSI screens Without having to use a
              multitude of ESC[s codes.  Just use a Sound CODE With the
              Delay set very high to get a pause.  For example,

              ESC[MF ;;;60000

              would pause your ANSI Screen For 60 seconds, or Until a key
              is pressed when viewing it With SMILE.  Remember, these
              Sound CODES are not supported by bulletin boards...(yet)!

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