# Audio Mixer * for both AD7528, the input A is the same side while the input B is the other side * 7530 AD7528 produces Audio Right * VrefA is DAC Right * VrefB is DAC Left * 7550 AD7528 produces Audio Left * VrefA is DAC Left * VrefB is DAC Right Muting results into all DAC values being 0 ## Audio CD The system settings have 5 volume levels Level 0 factor_left_a 0x00 factor_left_b 0x40 factor_right_a 0x00 factor_right_b 0x40 Level 1 factor_left_a 0x00 factor_left_b 0x5B factor_right_a 0x00 factor_right_b 0x5B Level 3 factor_left_a 0x00 factor_left_b 0x80 factor_right_a 0x00 factor_right_b 0x80 Level 4 factor_left_a 0x00 factor_left_b 0xB5 factor_right_a 0x00 factor_right_b 0xB5 Level 5 factor_left_a 0x00 factor_left_b 0xFF factor_right_a 0x00 factor_right_b 0xFF Note: For some reason, these settings are not transported using the Cx command ## Zelda - Wand of Gamelon Philips Logo (Stereo Music) Atten: ca 7f 0 7f 0 DAC Left 0 0 DAC Left 1 255 DAC Right 0 0 DAC Right 1 255 Intro Logo Atten: c0 0 0 0 0 DAC Right 0 255 DAC Left 1 255 DAC Left 0 255 DAC Right 1 255 King Opening Cutscene Atten: c0 0 0 0 0 DAC Right 0 255 DAC Left 1 255 DAC Left 0 255 DAC Right 1 255 Map (Stereo Music) Atten: ca 7f 0 7f 0 DAC Left 0 0 DAC Left 1 255 DAC Right 0 0 DAC Right 1 255 Ingame (2 Mono mixed in one) Atten: c0 0 0 0 0 DAC Right 0 255 DAC Left 1 255 DAC Left 0 255 DAC Right 1 255 Ingame (2 Mono but both damped) Atten: c0 c c c c DAC Right 0 64 DAC Left 1 64 DAC Left 0 64 DAC Right 1 64 ## Zelda's Adventure Philips Logo + Intro Cutscene Atten: c5 0 0 0 0 DAC Left 0 255 DAC Left 1 0 DAC Right 0 255 DAC Right 1 0 BGM is on the left channel. SFX is on the right channel. Atten: c0 0 0 0 12 Zelda at right edge DAC Left 0 255 DAC Left 1 255 DAC Right 0 255 DAC Right 1 64 Atten: c0 0 0 12 0 Zelda at left edge DAC Left 0 64 DAC Left 1 255 DAC Right 0 255 DAC Right 1 255 Atten: c0 0 0 0 0 Zelda in center DAC Left 1 255 DAC Left 0 255 DAC Right 0 255 DAC Right 1 255 ## Hotel Mario Philips Logo, Intro, Menu and ingame Atten: c0 0 0 0 0 factor_left_a 0xFF factor_left_b 0xFF factor_right_a 0xFF factor_right_b 0xFF ## Experiments with SDK API According to the green book, the bit 7 mutes the Audio. Let's test that. Both of these cause a factor of 00 on mixer. sc_atten(Sound, 0xe0e0e0e0); Unmute 83 Atten: cf 60 60 60 60 Atten: cf 60 60 60 60 Mute 82 or this sc_atten(Sound, 0x80808080); Unmute 83 Atten: cf 0 0 0 0 Atten: cf 0 0 0 0 Mute 82 This here is used by Frog Feast. All A factors are 0xff while B factors are 00 causing a full stereo signal. /* Set maximum volume in left-left and right-right channels */ sc_atten(Sound, 0x00800080); Unmute 83 Atten: c5 0 0 0 0 Atten: c5 0 0 0 0 Mute 82 This here does factor 0xff on all 4 parameters. It transforms stereo into mono: sc_atten(Sound, 0x0); Unmute 83 Atten: c0 0 0 0 0 Atten: c0 0 0 0 0 Mute 82 It can't hear it but this should swap the channels: sc_atten(Sound, 0x80008000); Unmute 83 Atten: ca 0 0 0 0 Atten: ca 0 0 0 0 Mute 82 At least this is what I assume, considering that all A factors are 00 while all B factors are 0xff. This also means that there is a translation layer in the software.