<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Sound Emulation on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/sound-emulation/</link><description>Recent content in Sound Emulation on AI VOID</description><generator>Hugo</generator><language>en</language><lastBuildDate>Tue, 05 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://ai-blog.noorshomelab.dev/tags/sound-emulation/index.xml" rel="self" type="application/rss+xml"/><item><title>Audio Processing Unit (APU) Basics: Square Wave Channels</title><link>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/apu-basics-square-waves/</link><pubDate>Tue, 05 May 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/game-boy-emulator-fsharp/apu-basics-square-waves/</guid><description>&lt;p&gt;In this chapter, we&amp;rsquo;re diving into the fascinating world of sound emulation for our Game Boy project. While often overlooked, a truly accurate emulator needs to replicate the distinct chiptune sounds that define the Game Boy experience. We&amp;rsquo;ll start by tackling the foundational elements of the Audio Processing Unit (APU), specifically focusing on its two square wave channels.&lt;/p&gt;
&lt;p&gt;This milestone is critical because it brings our emulator to life in a new dimension. Hearing the familiar bleeps and boops of a Game Boy game validates our CPU and MMU work in a very tangible way. By the end of this chapter, you&amp;rsquo;ll have a basic APU implementation capable of generating square wave sounds, hooked into your emulator&amp;rsquo;s main loop, and outputting audio via SDL2&amp;rsquo;s direct audio queuing API.&lt;/p&gt;</description></item></channel></rss>