After you have defined the audio data location , length , volume and
period , you can play the waveform by starting the dma for that audio
channel. This starts the output of sound. Once started, the DMA continues
until you specifically stop it. Thus, the waveform is played over and over
again, producing the steady tone. The system uses the value in the
location registers each time it replays the waveform.
For any audio DMA to occur (or any other DMA, for that matter), the
DMAEN bit in dmacon must be set. when both dmaen and audxen are set, the
DMA will start for channel x. All these bits and their meanings are shown
in table 5-3.
Table 5-3: DMA and Audio Channel Enable Bits
dmacon register
---------------
Bit Name Function
--- ---- --------
15 set/clr when this bit is written as a 1, it
sets any bit in DMACONW for which
the corresponding bit position is
also a 1, leaving all other bits alone.
9 DMAEN Only while this bit is a 1 can
any direct memory access occur.
3 AUD3EN Audio channel 3 enable.
2 AUD2EN Audio channel 2 enable.
1 AUD1EN Audio channel 1 enable.
0 AUD0EN Audio channel 0 enable.
For example, if you are using channel 0, then you write a 1 into bit 9 to
enable DMA and a 1 into bit 0 to enable the audio channel, as shown below.
BEGINCHAN0:
LEA CUSTOM,a0
MOVE.W #(DMAF_SETCLR!DMAF_AUD0!DMAF_MASTER),dmacon(a0)