HH: Recreating WWVH

The heart of the universe has two chambers – radio WWV in Colorado and radio WWVH Hawaii. They beat as one – the Great Timepiece that Orders All Things. The role once fell to Greenwich Observatory and may one day be with Beijing but for now the artificial voices that sing Coordinated Universal Time are American.

The man is called Lee. The woman is Jane.
WWV is the oldest continuously broadcasting radio station in the United States, starting with Friday night concerts in the beginning of 1920, months before the first commercial station went to air. You can read the history on NIST’s own web site, although one event that strikes me is (according to the official guide) 440Hz being provided by the station in August 1936 ‘at the request of several musical organisations’ prior to officially becoming A in 1939. Musical tuning continues to be offered by WWV.

I’ve studied the official specification put out by NIST for some time, but as you’d expect the obsessives over at WikiPedia have an even more detailed explanation that you can read. The most important elements are the tick, a data signal at 100Hz, tones that alternate between 500Hz and 600Hz every minute; a conversation between WWV and WWVH. At the start of the hour they both provide 440Hz for any orchestras that might happen to be tuning up at that moment. And the voices. Each of these things has a very definite order – a musical score. For WWVH:

  • Every second (except the first) + 25ms play the 100Hz tone.
  • Every second except the 29th and 59th play the click.
  • Every minute play the 1200Hz minute tone.
  • Every minute + 45s play the time announcement.
  • In minute 1 play add the 440Hz tone.
  • In minutes 2, 4, 6, 12, 20, 22, 24, 26, 28, 32, 34, 36, 38, 40, 46, 52, 54, 56, 58 add the 600Hz tone.
  • In minutes 3, 5, 7, 11, 13, 21, 23, 25, 27, 31, 33, 35, 37, 39, 41, 53, 55, 57 add the 500Hz tone.
  • In minutes 29 and 59 add the station ID
  • In 43-45 add GPS reports
  • In 45 add Geo alerts
  • In 48-51 add Storm alerts

Although I made a simulation back in 2007, it’s time to do it properly. [H.H] has at the start a grand chamber in which many noise making machines can be enjoyed, and the grandest of these is to be the Coordinated Universal Time Machine. It will follow through the whole programme of WWVH – which is the one nearest to me and stronger in my fable. But it’s a struggle:

  • You could: record a whole day and play it through. Horribly large audio file, not likely to download.
  • You could: program it. If minute = 13 then play 500Hz for 965ms. Maybe, but I don’t trust it. You’d have to hope that the code didn’t get delayed and start drifting. Every couple of seconds you’d have to check the clock and try some maths to drift it back again. Not my cup of tea.
  • You could: read the blog over at Unity which points out that the FMOD audio library reads MODs. As in, old Amiga tracker MODs. I never bothered to make MODs because life is too short for hexidecimal, and here it is 2012 and I’m staring at something that looked cool on WorkBench 3.0.

Time to party like it’s 1990. The good thing is that I’m just firing off samples every second, so 60 BPM and a division of 24 Amiga ticks places samples one to a cell. Design the tones to meet the microseconds and trim the block of cells to 60. Each minute then gets its own pattern and 60 patterns make an hour. It’s not thrilling work but I can hear how it will go before it hits the authoring software. It also becomes the basis of a possible performance as part of REDACTED. I said possible.

The real WWVH has announcements about storms and sun spots and things that affect shipping in the Pacific. My machine makes announcements that provide clues about the game – who is where, why we are here and so on. The clues are tricky as they refer to clues given somewhere else that are similar to clues in a third story. To be honest the story in [H.H] is writing itself – an element appears, it connects with something else, forces a design decision. There is actually a character in game lore that forces itself into other games, a kind of cuckoo’s egg. I let it into this one and it immediately started to connecting things without telling me why. The player will need to find out where it’s hiding.
I can with all sincerity say that I have no idea why rabbits.

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *