TweetFollow Us on Twitter

Sounding Off
Volume Number:5
Issue Number:5
Column Tag:Basic School

Related Info: Sound Manager Device Manager

Sounding Off with MS QuickBasic

By Ron Butcher, Libertyville, IL

Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.

Playing Digitized Sounds with MS QuickBasic

[Ron Butcher bought his first computer in November of 1984; luckily, it was a Macintosh. He first learned BASIC on a DEC minicomputer at DeSoto, Inc., where he works as an Industrial Chemist. He discovered programming on the Mac with MS Basic 1.0 in December of 1984.]

There have been many occasions when I wished I could use digitized sounds instead of Basic’s SOUND statements for enhancing programs I was writing. Judging from questions seen in magazines and on BBS’s from other Basic programmers, I guess I wasn’t alone. As I have a game written in Basic that could benefit greatly from sound effects, I decided to look into this further. This lead me to some heavy reading in Inside Macintosh.

Well yes, you can play digitized sounds from Basic, using the free form synthesizer in the Mac, and very handy Library routines implemented in QuickBasic. These routines allows you to implement Operating System ROM traps which return information in a Parameter Block. Many of these functions are used by the File Manager and Device Manager, such as _Open, _Close, _Read, _Write, etc. I suggest you beg or borrow (don’t steal) a copy of Inside Mac so you can follow some of this background information.

Sound Background

To play digitized sounds, we need to utilize the Free-Form Synthesizer. Inside Mac’s Pascal structure looks like this:

            
Type FFSynthRec = RECORD
 mode:   INTEGER; {always ffMode}
 count:  Fixed;{“sizing” factor}
 waveBytes:   FreeWave{waveform description}
 END;

 FFSynthPtr = ^FFSynthRec;

 FreeWave= PACKED ARRAY OF Byte;

Let’s translate this for our use with QuickBasic. We need to allocate a block of memory for the size of the sound involved, and save the first 6 bytes of this block for the mode (integer ffmode, which is always 0 for the free form synthesizer), and count (fixed point, which is how we tell the sound driver at what “speed” to play the sound). Inside Mac also tells us that we can play a free-form sound by making a Device Manager Write call with the following parameters: ioRefNum must be -4 (the Sound Driver), ioBuffer must point to the synthesizer buffer, and ioReqCount must contain the length of the synthesizer buffer. The sound data needs to be read into the buffer, the mode and count entered as the first six bytes, and that buffer (FFsynthRec) is then written to the Sound Driver.

The count constants, being fixed point, threw me a curve. When count is equal to 1, the “sizing factor” is 1, and sounds are played at the 22KHz sampling rate. But how to get .5 (11Khz), .33 (7.4Khz), and .25 (5.5Khz) presented a minor challenge. Fixed point numbers on the Mac are 32 bits long. The high word is the integer, and the low word the fractional part. The bit representation is shown in Fig. 1. For example, 1.0 would be represented as: 0000000100000000. 1.5 would be represented as: 0000000110000000. From this we get the count& hex values of &H10000 for 1.0, &H8000& for .5, &H5555& for .33, and &H4000 for .25. The actual sample rate is taken from this equation:

frequency (Hz) = 1000000 / (44.93 *  (wavelength / count) )

This is derived from the fact that the sound is created by starting play at the first byte, and skipping ahead count bytes every 44.93 microseconds; so with the smallest wavelength (1 byte) and a count value of 1, the frequency works out to 22,256.8 Hz, which is the highest quality sampling rate of most sound digitizing software.

Figure 1. Fixed Point Number Representation

The ToolBox MBLC

The following illustrates the formats for the Operating System (OS) calls needed to be made to implement the SoundPlayer program. The calls we are going to make are register based calls. As a general rule, OS calls are register based, and ToolBox calls are stack based, but there are exceptions on both sides (here I mean Mac ToolBox, not QuickBasic ToolBox calls). You can tell one Trap from another by checking bit 11 of the Trap word. If it is set (1), then it is a Toolbox Trap word; if bit 11 is not set (0), then the call is an OS Trap word. For example, traps starting with A0 are OS traps, and traps starting with A9 are ToolBox traps.

The generic register based QuickBasic call is:

 ToolBox”R”,Trap%,ReturnArray&(0),(a0&),(a1&),(d0&),(d1&),(d2&)

For our calls having values passed to and from a Parameter Block, the call in our program will look like this:

Param&=VARPTR(ParamBlock%(0))
ToolBox “R”,Trap%,Reg&(0),(Param&)

Per Inside Macintosh, after we pass the appropriate values to the Parameter Block, we can make the call with a0 pointing to the address of the Block (Param&). Values are first passed to the appropriate registers (a0&.. etc) and ReturnArray Reg&() will contain the values passed to them after the call is made. Any errors will be returned in d0 (Reg&(2)).To get a pointer to our sound record, I’ve used NewPointer to allocate the blocksize:

NewPtr%=&HA01E
ToolBox “R”,NewPtr%,Reg&(0),,,(Siz&)

The size of the soundrecord is contained in Siz&, and the pointer to the record will be return in a0 (Reg&(0)). To manipulate the sound resources (snd ), I’ve used a slightly different technique. I first use the QuickBasic ToolBox call GetHandleSize to obtain the size of the snd resource. NewPointer is then used to allocate the appropriate soundrecord. To coerce the snd resource Handle to a Pointer, I used BlockMove to transfer the sound information referenced by Handle h& to the block of memory pointed to by NewPointer. I could then release the memory used by the resource and the Handle using ReleaseRes. Note that in actuality, the header bytes of an snd resource contain resource info, including the length of the sound data (this length varies depending on the snd format; format 1 was developed for the Sound Manager, and format 2 is for HyperCard). I’ve ignored these bytes for simplicity’s sake, but you can use them to your advantage in your own program. The program is set up to only open resource files of type SFIL and STAK, but you can expand on this to include other types. The same goes for the sound data files, which I have limited to type FSSD for this program example.

The File and Device Manager Routines

The following formats are for using File Manager _Open, _Close, and GetEOF calls. The --> indicates values to be passed to a routine, the <-- indicates values returned by the routine, and <-> indicates values passed to and from the routine. The Parameter block size required is different for different calls, but the 80 byte array size used in the program is large enough for the calls we’ll be implementing. The parameter block will be stored as an integer array.

   
FUNCTION PBOpen, PBClose, PBGetEOF (paramBlock: ParmBlkPtr; async: BOOLEAN) 
: OSErr;
Trap macro_Open, _Close, _GetEOF
(_Close only uses ioCompletion,ioResult, and ioRefNum)
(_GetEOF additionally uses ioMisc, which returns the logical
 end of file, or filelength) 
Parameter block
 -->  12ioCompletion pointer
 <--  16ioResult word
 -->  18ioNamePtrword
 -->  22ioVRefNumpointer
 -->  24ioRefNum long word
 <--  26ioVersNum  long word
 -->  27ioPermssnword
 <->  28ioMisc   long word

To open a sound data file, we need only to pass the address of the Pascal string of the file pathname (from FILES$ and SADD function) to ioNamePtr, and call the _Open Trap. ioRefNum will be returned at byte 24 of the array. _GetEOF, which requires ioRefNum, can then be called to get the length of the file. You can also set byte 27 to 1 to make the Open call read only, just to be on the safe side. I used the QuickBasic B2PStr call to coerce the Pascal string from the Basic string. You could also use the Pstr$=LEN(Bstr$)+Bstr$ method.

Here’s the format for a File Manager _Read call and Device (or File) Manager _Write call:

FUNCTION PBWrite, PBRead (paramBlock: ParmBlkPtr; async: BOOLEAN) : OSErr;
Trap macro_Write, _Read
 
Parameter block
 -->  12ioCompletion pointer
 <--  16ioResult word
 -->  24ioRefNum word
 -->  32ioBuffer pointer
 -->  36ioReqCount long word
 <--  40ioActCount long word
 -->  44ioPosModeword
 <->  46ioPosOffsetlong word

To read in all the sound file data into the buffer, we now need to give the Parameter block the address of the soundbuffer in ioBuffer, and how many bytes we want read in ioReqCount. Since all reads will be from the beginning of the file, ioPosMode and ioPosOffset are zero. ioRefnum is still the file reference number. When the Write call to the Sound Driver is made, ioRefNum is the Driver’s reference number, -4 (&HFFFC). As we’re set up here, the Write call is synchronous, that is, the program will not continue until the write call is finished. You can make an asynchronous call which allows your program to continue while the sound is being played by polling ioResult. This word returns a positive value while the sound is being played. This way you can limit certain operations of your program through a WHILE-WEND or IF-THEN operation. To make an asynchronous call, set bit 10 of the trap word; this would make the _Write trap &HA403, for example. I’ve found the asynchronous calls to be fairly touchy when being implemented from Basic. You can use _KillIO to stop any current sound being played and cancel every pending asynchronous call.

Bells and Whistles

The subroutine “Drawgraph” allows you to graphically illustrate the sound wave that has been opened for play. As byte values go, &H80 (128 decimal) represents 0 amplitude, while &HFF (255 decimal) represents 100% positive amplitude, and 0 represents 100% negative amplitude (See fig. 2). The routine takes a y axis sample every ScreenWidth\filelength bytes in order to have an even sampling over the width of the screen. Since the y values will be drawn down with respect to the screen coordinates, I implemented a simple inversion routine so the plot could be viewed right side up with respect to the actual wave. Although compressed, the graph that is drawn gives a decent visual representation of the sounds actual waveform, such as that which might be seen on an oscilloscope in real time.

Figure 2.

Thanks for the Memory

The main problem I ran into when setting up this program was finding an efficient way of allocating memory for the sound record, FFSynthRec. For a sound call, the memory block should ideally be locked until the sound call is finished, and then disposed of to free up the memory in the heap. I used one of QuickBasic’s new features, the ToolBox calls, to use the NewPointer function to grab a non-relocatable block of memory to hold the sound record. In my initial version of the program, I used an array to hold the sound record. This works, but really slows things down a lot. The most efficient use of the array would be to dimension a dynamic array only to the size needed as dictated by size of the sound file and erase it after use. It is best to have a static array for the sound record, because some pretty weird things happen if that array shifts around in memory while being written to the Sound Driver. Ah, there’s the rub.... you can’t use static arrays in the interpreter, and if you use them in the compiler, you can’t erase and resize them.

I’ve left a few items off of the program that may be implemented later, such as sound file decompression, and the ability to save sound resources as data, and visa-versa. Compressed sound data files have the header “HCOM”, and I’ve flagged this condition with a BEEP sound, as I haven’t figured out the decompression algorithm yet. Error handling is also at a minimum. For the ToolBox calls, Reg&(2) returns the error code, which is 0 for no error. The OS errors returned can be many and varied, so you may want to show the error number in an Alert and stop the program. When compiling the program, check the “Make all arrays Static” and “Process Runtime Events” box. You can uncheck the boxes for “Use Default Menu” and “Use Default Window”.

Being able to use the File Manager calls has other advantages which enable you to manipulate files in ways you can’t do with normal BASIC commands such as INPUT, OUTPUT, WRITE, etc. Using the ToolBox calls, I’ve been able implement MacBinary in a telecom program, and write a disk cataloging utility, for example. Hopefully this program will shed some light on using the sound driver from BASIC, and give you some ideas on how to use digitized sound in some of your own applications.

‘ SoundPlayer
‘ Plays digitized sounds from snd resources
‘ and sound data files using
‘ MicroSoft QuickBasic 1.0
‘ 2/26/1989

CLEAR, 100000&
DIM Paramblock%(39),scr%(3),bar%(3),pt%(2),r%(3)
DIM PHS$(200),id%(200)
DIM a&(5)
‘ Trap calls
RITE%=&HA003:Ohpen%=&HA000
Dread%=&HA002:Klose%=&HA001:GetEOF%=&HA011
NewPtr%=&HA01E : DisposePtr%=&HA01F
‘Initialize variables and constants
FFsynthPtr&=0:Param&=0:Siz&=0:h&=0:S&=0:ResH&=0
oldbut%=0:butnum%=0:Tag&=0:state%=0
x0%=0:y0%=0:y%=0:x%=0
true%=-1:false%=0:GotPointer%=false%:er%=0:
MenuItem%=0:MenuChoice%=0
ForkOpen%=false%:gotresource%=false%
num%=2:num1%=0:ref%=0:id%=0:action%=0
type$=”snd “:nam$=””:F$=””:G$=””:pic$=””
lfd&=0:I=0:count&=0:resid%=0
TwentyTwoK&=&H10000& ‘ count values
ElevenK&=&H8000&
SevenK&=&H5555&
FiveK&=&H4000&
ToolBox “i”
WINDOW CLOSE 1
MENU 1,0,1,”File”
MENU 1,1,1,”Open Sound Data”
MENU 1,2,1,”Open Sound Resource”
MENU 1,3,0,”Draw Sound Graph”
MENU 1,4,1,”Quit”
CmdKey 1,1,”D”
CmdKey 1,2,”R”
CmdKey 1,3,”G”
CmdKey 1,4,”Q”
Sheight=SYSTEM(6)
Swidth=SYSTEM(5)
WINDOW 2,””,(50,100)-(Swidth-32,Sheight-77),3
BUTTON 1,1,”22 KHz”,(25,25)-(100,40),3
BUTTON 2,2,”11 KHz”,(25,60)-(100,75),3
BUTTON 3,1,”7.4 KHz”,(25,95)-(100,110),3
BUTTON 4,1,”5.5 KHz”,(25,130)-(100,145),3
BUTTON 5,0,”Play”,(130,75)-(190,100)
SetRect scr%(0),200,6,400,158
SetRect bar%(0),399,6,415,158
r%(0)=75
r%(1)=130
r%(2)=100
r%(3)=190
inSetRect r%(0),-4,-4
oldbut%=2:count&=ElevenK&
linenum%=0:top%=0:S&=0:in%=0
NewScroll S&,bar%(0),1,1,1,1
InactiveScroll S&
PICTURE ON
PENSIZE 3,3
FRAMEROUNDRECT VARPTR(r%(0)),16,16
PENNORMAL
ERASERECT VARPTR(scr%(0))
FRAMERECT VARPTR(scr%(0))
PICTURE OFF
pic$=PICTURE$
PICTURE ON : PICTURE OFF
refresh

ON MENU GOSUB MenSelect : MENU ON
ON DIALOG GOSUB ChoiceWait : DIALOG ON

UserWait:
WHILE true%
 hittest
 ScrollText S&,scr%(0),PHS$(1),top%,num1%,linenum%,3
WEND

ChoiceWait:
MENU STOP : MOUSE STOP
action%=DIALOG(0)
IF action%=5 THEN CALL refresh
IF action%<>1 THEN
  MENU ON : MOUSE ON
  RETURN
END IF
ON action% GOSUB HandleButton
MENU ON : MOUSE ON
RETURN

HandleButton:
butnum%=DIALOG(1)
IF butnum%=oldbut% THEN RETURN
IF butnum% <> 5 THEN
  BUTTON butnum%,2
  BUTTON oldbut%,1
  oldbut%=butnum%
END IF
SELECT CASE butnum%
  CASE 1
    count&=TwentyTwoK&
  CASE 2
    count&=ElevenK&
  CASE 3
    count&=SevenK&
  CASE 4
    count&=FiveK&
  CASE 5
    GOSUB writefork
END SELECT
RETURN

openDataFile:
F$=FILES$(1,”FSSD”):IF F$=”” THEN RETURN
BUTTON 5,0
gotresource% = false%
IF ForkOpen% THEN
    GOSUB CleanItUp
    ForkOpen%=false%
END IF
PtrTest
GOSUB ReadFork
Tag&=PEEKL(FFsynthPtr&+6) ‘“HCOM”
IF Tag&=1212370765& THEN BEEP:RETURN ‘compressed
BUTTON 5,1
RETURN

openResFile:
F$=FILES$(1,”SFILSTAK”):IF F$=”” THEN RETURN
BUTTON 5,0
PtrTest
in%=0:top%=0:linenum%=0:resid%=0
GOSUB CountResources
GOSUB ClearBuffer
RETURN

Quit:
IF ForkOpen% THEN GOSUB CleanItUp
PtrTest
DisposeScroll S&
WINDOW CLOSE 2
END

MenSelect:
MenuItem%=MENU(0)
IF MenuItem% <>1 THEN RETURN
MenuChoice%=MENU(1)
MENU
ON MenuChoice% GOSUB openDataFile,openResFile,Drawgraph,Quit
RETURN

writefork:
IF gotresource% THEN GOSUB LoadResource
POKEW FFsynthPtr&,0 ‘0 for ffmode
POKEL FFsynthPtr&+2,count& ‘sizing value
Param&=VARPTR(Paramblock%(0))
POKE Param&+27,0       ‘reset permission
POKEW Param&+24,&HFFFC ‘Sound Driver refnum
POKEL Param&+36,lfd&   ‘length to write
POKEW Param&+44,0      ‘ioPosMode
POKEL Param&+46,0      ‘ioPosOffSet
POKEL Param&+32,FFsynthPtr& ‘address of synthrec
ToolBox “R”,RITE%,Reg&(0),(Param&) ‘ call _Write
RETURN

ReadFork:
GOSUB ClearBuffer
B2PStr F$,G$
Param&=VARPTR(Paramblock%(0))
POKEL Param&+18,SADD(G$) ‘address of filename
POKE Param&+27,1         ‘read only
ToolBox “R”,Ohpen%,Reg&(0),(Param&)  ‘call _Open
ToolBox “R”,GetEOF%,Reg&(0),(Param&) ‘call _GetEOF
Param&=VARPTR(Paramblock%(0))
lfd&=PEEKL(Param&+28) ‘file length
IF lfd& =0 THEN       ‘No data
  ToolBox “R”,Klose%,Reg&(0),(Param&)
  BEEP : RETURN
END IF
Siz&=lfd&+6              ‘6 bytes for mode and count
GOSUB GetPointer
Param&=VARPTR(Paramblock%(0))
POKEL Param&+36,lfd&        ‘number of bytes to read
POKEL Param&+32,FFsynthPtr&+6 ‘block address
POKEW Param&+44,1 ‘ioPosMode read from start of file 
ToolBox “R”,Dread%,Reg&(0),(Param&) ‘call _Read
ToolBox “R”,Klose%,Reg&(0),(Param&) ‘call _Close
RETURN

GetPointer:
‘Get block of Siz& bytes and
‘return address in FFsynthPtr&
ToolBox “R”,NewPtr%,Reg&(0),,,(Siz&) ‘call _NewPointer
GotPointer%=true%
FFsynthPtr&=Reg&(0)
RETURN

LoadResource:
IF resid%=id%(linenum%) THEN RETURN
PtrTest
‘Get the resource
GetRes ref%,type$,id%(linenum%),h&
resid%=id%(linenum%)
HLock h&
GetHandleSize h&,lfd&
Siz&=lfd&
GOSUB GetPointer
‘coerce pointer
ResH&=PEEKL(h&)
BlockMove ResH&,FFsynthPtr&,Siz&
Hunlock h&
ReleaseRes h&
RETURN

CountResources:
IF ForkOpen% THEN GOSUB CleanItUp:ForkOpen%=false%
PtrTest
CountRes type$,num%        ‘number in System
ToolBox “WQ”,&H997,F$,ref% ‘openresfile
ForkOpen%=true%
updateresfile ref%
CountRes type$,num1%
num1%=num1%-num%           ‘number of type snd     
GOSUB GetResources
RETURN

GetResources:
‘set ResLoad to false
POKEW &HA5E,0 ‘comment out for interpreter
FOR ind%=1 TO num1%
  GetIndRes type$,ind%,h&
  GetResInfo h&,id%(ind%),type$,nam$
  ReleaseRes h&
  PHS$(ind%)=nam$+” - “+STR$(id%(ind%))
  NEXT ind%
‘set ResLoad to true
POKEW &HA5E,-1 ‘comment out for interpreter
gotresource%=true%
ActiveScroll S&
RETURN

ClearBuffer:
Param&=VARPTR(Paramblock%(0))
FOR I=0 TO 79: POKE Param&+I,0: NEXT I
RETURN

CleanItUp:
CloseResfile ref%
InactiveScroll S&
in%=0:top%=0:linenum%=0:resid%=0:num1%=0
RETURN

Drawgraph:
DIALOG STOP :MENU OFF
WINDOW 3,””,(0,20)-(Swidth,Sheight),3
MOVETO 0,0
inc=lfd&\Swidth
x0%=0:y0%=0:y%=0:x%=0
FOR I=1 TO lfd& STEP inc
  LINETO x0%,y%
  y%=PEEK(FFsynthPtr&+(I))
  y%=(128-y%)+128 ‘Invert it
  PSET (x%,y%)
  x0%=x%
  x%=x%+1
NEXT I
TEXTFONT 0
MOVETO 180,300
DrawText “Click Mouse to Continue”
TEXTFONT 1
WHILE MOUSE(0)=0:WEND
WINDOW CLOSE 3
WINDOW 2
DIALOG ON:MENU ON
RETURN

SUB hittest STATIC
SHARED scr%(),pt%(),num1%,linenum%,gotresource%
in%=0
IF NOT gotresource% THEN EXIT SUB
IF MOUSE(0)=1 THEN
  GetMouse pt%(1)
  PtInRect pt%(1),scr%(0),in%
    IF in% THEN
      found
    END IF
    IF linenum%<>0 AND linenum%<=num1% THEN
      state%=1 
    ELSE
      state%=0
    END IF
  BUTTON 5,state%
  refresh
END IF
END SUB

SUB found STATIC
SHARED linenum%,num1%,top%,pt%(),scr%()
 linenum%=top%+(pt%(1)-scr%(0))\20
END SUB

SUB refresh STATIC
SHARED scr%(),PHS$(),S&,num1%,linenum%,pic$
PICTURE,pic$
top%=0
ScrollText S&,scr%(0),PHS$(1),top%,num1%,linenum%,3
END SUB

SUB PtrTest STATIC
SHARED GotPointer%,a&(),FFsynthPtr&
DisposePtr%=&HA01F
IF GotPointer% THEN  ‘call _DisposePointer
  CALL ToolBox(“R”,DisposePtr%,Reg&(0),(FFsynthPtr&))
  GotPointer%=0
END IF
END SUB

My thanks to Jim Reekes, whose Sound Manager document cleared up a lot of muddy mental audio, and to Michelle and all the helpful MicroSoft folks on the GEnie MicroSoft Roundtable, who steered me in the right direction with some of the ToolBox syntax.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Yasu 4.0.0 β - System maintenance app; p...
Yasu was created with System Administrators who service large groups of workstations in mind, Yasu (Yet Another System Utility) was made to do a specific group of maintenance tasks quickly within a... Read more
Skype 7.37.0.178 - Voice-over-internet p...
Skype allows you to talk to friends, family and co-workers across the Internet without the inconvenience of long distance telephone charges. Using peer-to-peer data transmission technology, Skype... Read more
EtreCheck 3.0.5 - For troubleshooting yo...
EtreCheck is an app that displays the important details of your system configuration and allow you to copy that information to the Clipboard. It is meant to be used with Apple Support Communities to... Read more
Amadeus Pro 2.3.1 - Multitrack sound rec...
Amadeus Pro lets you use your Mac computer for any audio-related task, such as live audio recording, digitizing tapes and records, converting between a variety of sound formats, etc. Thanks to its... Read more
NeoFinder 6.9.3 - Catalog your external...
NeoFinder (formerly CDFinder) rapidly organizes your data, either on external or internal disks, or any other volumes. It catalogs all your data, so you stay in control of your data archive or disk... Read more
WhatsApp 0.2.1880 - Desktop client for W...
WhatsApp is the desktop client for WhatsApp Messenger, a cross-platform mobile messaging app which allows you to exchange messages without having to pay for SMS. WhatsApp Messenger is available for... Read more
Hazel 4.0.6 - Create rules for organizin...
Hazel is your personal housekeeper, organizing and cleaning folders based on rules you define. Hazel can also manage your trash and uninstall your applications. Organize your files using a familiar... Read more
Apple iBooks Author 2.5 - Create and pub...
Apple iBooks Author helps you create and publish amazing Multi-Touch books for iPad. Now anyone can create stunning iBooks textbooks, cookbooks, history books, picture books, and more for iPad. All... Read more
MYStuff Pro 2.0.26 - $39.99
MYStuff Pro is the most flexible way to create detail-rich inventories for your home or small business. Add items to MYStuff by dragging and dropping existing information, uploading new images, or... Read more
MarsEdit 3.7.8 - Quick and convenient bl...
MarsEdit is a blog editor for OS X that makes editing your blog like writing email, with spell-checking, drafts, multiple windows, and even AppleScript support. It works with with most blog services... Read more

How to get past Vulture Island's tr...
Vulture Island is a colorful and quirky mish-mash of platforming and puzzles. It’s creative and fresh, but sometimes the game can throw a curveball at you, leaving you stuck as to how you should progress. These tips will help you explore smoothly... | Read more »
The new Clash of Kings is just for Weste...
If you’ve played the original Clash of Kings, you’ll probably recognise the city building, alliance forging and strategic battles in Clash of Kings: The West. What sets this version apart is that it’s tailor made for a Western audience and the... | Read more »
Frost - Survival card game (Games)
Frost - Survival card game 1.12.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.12.1 (iTunes) Description: *Warning: the game will work on iPhone 5C and above and iPad Pro / 4. Other devices are not supported* | Read more »
How to build and care for your team in D...
Before you hit the trail and become a dog sledding legend, there’s actually a fair bit of prep work to be done. In Dog Sled Saga, you’re not only racing, you’re also building and caring for a team of furry friends. There’s a lot to consider—... | Read more »
How to win every race in Dog Sled Saga
If I had to guess, I’d say Dog Sled Saga is the most adorable racing game on the App Store right now. It’s a dog sled racing sim full of adorable, loyal puppies. Just look at those fluffy little tails wagging. Behind that cute, pixelated facade is... | Read more »
Let the war games commence in Gunship Ba...
Buzz Lightyear famously said, “This isn’t flying, this is falling – with style!” In the case of Gunship Battle: Second War, though, this really is flying - with style! The flight simulator app from Joycity puts you in control of 20 faithfully... | Read more »
How to get a high score in Fired Up
Fired Up is Noodlecake Games’ high score chasing, firefighting adventure. You take control of a wayward firefighter who propels himself up the side of a highrise with blasts of water. Sound silly? It is. It’s also pretty difficult. You can’t... | Read more »
NBA 2K17 (Games)
NBA 2K17 1.0 Device: iOS iPhone Category: Games Price: $7.99, Version: 1.0 (iTunes) Description: Following the record-breaking launch of NBA 2K16, the NBA 2K franchise continues to stake its claim as the most authentic sports video... | Read more »
Dog Sled Saga (Games)
Dog Sled Saga 1.0.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.0.1 (iTunes) Description: A game by Dan + Lisa As a rookie musher, foster a dogsledding team whose skills will grow if they're treated right. Week by... | Read more »
60 Seconds! Atomic Adventure (Games)
60 Seconds! Atomic Adventure 1.2 Device: iOS Universal Category: Games Price: $2.99, Version: 1.2 (iTunes) Description: 60 Seconds! is a dark comedy atomic adventure of scavenge and survival. Collect supplies and rescue your family... | Read more »

Price Scanner via MacPrices.net

21-inch iMacs on sale for up to $120 off MSRP
B&H Photo has 21″ iMacs on sale for up to $120 off MSRP including free shipping plus NY sales tax only: - 21″ 3.1GHz iMac 4K: $1379 $120 off MSRP - 21″ 2.8GHz iMac: $1199.99 $100 off MSRP - 21″ 1... Read more
13-inch 2.7GHz/256GB Retina MacBook Pro on sa...
Amazon.com has the 13″ 2.7GHz/256GB Retina Apple MacBook Pro on sale for $151 off MSRP including free shipping: - 13″ 2.7GHz/256GB Retina MacBook Pro (sku MF840LL/A): $1348 $151 off MSRP Read more
Apple TVs on sale for up to $50 off MSRP
Best Buy has 32GB and 64GB Apple TVs on sale for $40-$50 off MSRP on their online store. Choose free shipping or free local store pickup (if available). Sale prices for online orders only, in-store... Read more
Apple refurbished 13-inch Retina MacBook Pros...
Apple has Certified Refurbished 13″ Retina MacBook Pros available for up to $270 off the cost of new models. An Apple one-year warranty is included with each model, and shipping is free: - 13″ 2.7GHz... Read more
Duplicate Sweeper Free On Mac App Store For O...
To celebrate the launch of Apple’s latest macOS Sierra, Stafford, United Kingdom based Wide Angle Software has announced that its duplicate file finder software, Duplicate Sweeper, is now available... Read more
13-inch Retina MacBook Pros on sale for up to...
B&H Photo has 13″ Retina Apple MacBook Pros on sale for up to $150 off MSRP. Shipping is free, and B&H charges NY tax only: - 13″ 2.7GHz/128GB Retina MacBook Pro: $1174.99 $125 off MSRP - 13... Read more
Evidence Surfaces Pointing To New A10X Chip F...
Citing a job description for a Project Lead position at Apple’s Austin, Texas engineering labs, Motley Fool’s Ashraf Eassa deduces that development is progressing well on Apple’s next-generation in-... Read more
Check Print’R for macOS Allows Anyone to Easi...
Delaware-based Match Software has announced the release and immediate availability of Check Print’R 3.21, an important update to their easy-to-use check printing application for macOS. Check Print’R... Read more
Apple refurbished 11-inch MacBook Airs availa...
Apple has Certified Refurbished 11″ MacBook Airs (the latest models), available for up to $170 off the cost of new models. An Apple one-year warranty is included with each MacBook, and shipping is... Read more
Apple refurbished 15-inch Retina MacBook Pros...
Apple has Certified Refurbished 2015 15″ Retina MacBook Pros available for up to $380 off the cost of new models. An Apple one-year warranty is included with each model, and shipping is free: - 15″ 2... Read more

Jobs Board

Sr. *Apple* Mac Engineer - Net2Source Inc....
…staffing, training and technology. We have following position open with our client. Sr. Apple Mac Engineer6+ Months CTH Start date : 19th Sept Travelling Job If Read more
*Apple* Retail - Multiple Positions-Norfolk,...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
Restaurant Manager (Neighborhood Captain) - A...
…in every aspect of daily operation. WHY YOU'LL LIKE IT: You'll be the Big Apple . You'll solve problems. You'll get to show your ability to handle the stress and Read more
Lead *Apple* Solutions Consultant - Apple (...
# Lead Apple Solutions Consultant Job Number: 51829230 Detroit, Michigan, United States Posted: Sep. 19, 2016 Weekly Hours: 40.00 **Job Summary** The Lead ASC is an Read more
US- *Apple* Store Leader Program - Apple (Un...
…Summary Learn and grow as you explore the art of leadership at the Apple Store. You'll master our retail business inside and out through training, hands-on Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.