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Phonemes

Following is list of all SAM "phonemes" sorted by the internal 'SAM code'.  Note the final 3 ("shortcuts") have no data associated with them -- SAM will immediately translate them into a pair of "real" phonemes (both of which have associated data).  I can only guess... perhaps those final 3 were designed to compress Reciter's dictionary?

Input
Text
SAM code
(hex)
Example
pronunciation
Normal
period
Stressed
period
"Mouth"
frequency
"Throat"
frequency
Classification
Voiced Vowel_X Consonant Fricative Occlusive Plosive Rushing

$00
18 18 0 0






. $01
18 18 19
67







? $02
18 18 19
67







, $03
18 18 19
67







- $04
8 8 19
67







IY $05 free 8 11 10 84 * *




IH $06 fit 8 9 14 72 * *




EH $07 beg 8 11 18 66 * *




AE $08 Sam 8 14 24 62 * *




AA $09 pot 11 15 26 40 * *




AH $0A bug 6 11 22 44 * *




AO $0B talk 12 16 20 30 * *




UH $0C book 10 12 16 36 * *




AX $0D gallon 5 6 20 86 * *




IX $0E digit 5 6 14 72 * *




ER $0F bird 11 14 18 44 * *




UX $10 loot 10 12 14 36 * *




OH $11 cone 10 14 18 30 * *




RX $12 bar 10 12 18 50 * *




LX $13 call 9 11 16 36 * *




WX $14 saw 8 8 12 28 * *




YX $15 say 7 8 14 68 * *




WH $16 when 9 11 10 24
*
*



R $17 red 7 10 18
50
*
*



L $18 allow 6 9 14
30 *
*



W $19 win 8 8 10
24 *
*



Y $1A you 6 8 8
82 *
*



M $1B Sam 7 8 6 46 *
*
*


N $1C man 7 8 6 54 *
*
*


NX $1D song 7 8 6 86
*
*
*


DX $1E pity 3 2 6 54

*
*

Q $1F kitten 5 5 17 67 *
*
*

S $20 Sam 2* 2* 6 x0
73 x0


* *


*
SH $21 fish 2* 2* 6 x0
79 x0


* *


*
F $22 fish 2* 2* 6 x0
26 x0


* *


*
TH $23 path, thin 2* 2* 6 x0
66 x0


* *


*
/H $24 ahead 2* 2* 14 x0
73 x0


*


*
/X $25 who 2* 2* 16 x0
37  x0


*


*
Z $26 zoo 6** 6** 9 48
*
* *



ZH $27 measure 6** 6** 10 50 *
* *



V $28 seven 7** 8** 8 40 *
* *



DH $29 then 6** 6** 10 47 *
* *



CH $2A
($2A,$2B)
chew 6*
(6+2*)
6*
(6+2*)
~=6.0
(6,6*)
~=79.0
(79,79*)


* * *

~
* $2B shtick 2* 2* 6 x0 79 x0

* *  
*
J $2C
($2C,$2D)
Jew 10**
(8+3**)
12**
(9+4**)
~=5.45
(6,5**)
~=71.9
(66,79**)
*
* * *



$2E (not defined) 1 2 6 0







$2F (not defined) 30 1 110
0






EY $30
($30,$15)
made 20
(13+7)
22
(14+8)
~=15.8
(18+14)
~=69.9
(72+68)
* *




AY $31
($31,$15)
high 19
(12+7)
23
(15+8)
~=18.2
(26+14)
~=47.1
(38+68)
* *




OY $32
($32,$15)
boy 19
(12+7)
23
(15+8)
~=16.5
(20,14)
~=41.6
(30,68)
* *




AW $33
($33,$14)
how 20
(12+8)
23
(15+8)
~=16.4
(26,12)
~=33.6
(42,28)
* *




OW $34
($34,$14)
slow 22
(14+8)
22
(14+8)
~=14.4
(18,12)
~=29.0
(30,28)
* *




UW $35
($35,$14)
crew 17
(9+8)
22
(14+8)
12
(12,12)
~=30.7
(34,28)
* *




B $36
($36,$37,$38)
bad 9
(6+1+2)
12
(8+2+2)
6
(6,6,6)
26
(26,26,26)
*
*
*
*
D $39
($39,$3A,$3B)
bad 7
(5+1+1)
10
(7+2+1)
6
(6,6,6)
66
(66,66,66)
*
*
*
*
G $3C
($3C,$3D,$3E)
again 8
(6+1+1)
11
(7+2+2)
6
(6,6,6)
110
(110,110,110)
*
*
*
*
GX $3F
($3F,$40,$41)
progress 9
(6+1+2)
11
(7+2+2)
6
(6,6,6)
84
(84,84,84)
*
*
* *
P $42
($42,$43,$44)
poke 10*
(8+2*+2)
10*
(8+2*+2)
~=6.0
(6,6*,6)
~=26.0
(26,26*,26)


*
*
* ~
T $45
($45,$46,$47)
talk 6*
(4+2*+2)
8*
(6+2*+2)
~=6.0
(6,6*,6)
~=66.0
(66,66*,66)


*
*
* ~
K $48
($48,$49,$4A)
cake 11
(6+1+4)
13
(7+2+4)
~=8.2
(6,10,10)
~=100
(109,86,109)


*
*
*
KX $4B
($4B,$4C,$4D)
necklace 11
(6+1+4)
12
(7+1+4)
6
(6,6,6)
84
(84,84,84)


*
* *
UL $4E
($0D,$18)
settle 11
(5+6)
15
(6+9)
~=16.5
(20,14)
~=35.7
(44,30)
* ~ ~  


UM $4F
($0D,$1B)
astronomy 12
(5+7)
14
(6+8)
~=9.2
(20,6)
~=45.0
(44,46)
* ~ ~   ~


UN $51
($0D,$1C)
function 12
(5+7)
14
(6+8)
~=9.2
(20,6)
~=48.5
(44,54)
* ~ ~   ~



The class "Vowel_X" refers to both real vowels and approximants.  The class "Fricative" refers to both real fricatives and affricates (but not the psudo-fricative sound "H" -- phonemes /H and /X).

Time periods marked with a * completely ignore the normal SPEED setting; they immediately enter a fixed-length (phoneme-specific) PCM rendering.  Time periods marked with ** will extend the normal SPEED setting in rather complex way (see my Technical Page for the gory details).  My apologizes, but I recently discovered an undocumented phoneme (code $2B) in SAM which the user must be write as * (asterisk).  This bug/feature also uses fixed-length PCM rendering.

Frequencies marked with a * are completely ignored (for the phoneme... may affect blending with adjacent phonemes).  If the * frequency is the only one, then you will see "x0" meaning "times zero" or more precisely "ignore this value... it has no direct effect".  If the * frequency is one of many, then it will not be included in the average of frequencies.(above the list of individual frequencies).  Frequencies marked with ** play for 75% of the "final" base wavelength (and be followed by a short burst of PCM samples).  These values are included in the average of frequencies (when there are multiple values for a phoneme)... however in these cases, I worry that the "average" is wrong!

Also see the section Poker/NOISES which lists all of these special cases, and tells you why they are special, and what is different about them.


SAM (64) © Don't Ask, Inc., 1982
SAM 128 © H2Obsession, 2015
Webpage © H2Obsession, 2015, 2016
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