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Stinktier on 09/03/08 - 05:35:29
Before i start going trial and error, is there a way of handling several wav files at once?
Can even futurelib do that? And any tips on how a sound mixer should be constructed are welcome. thanks.
Todd on 09/03/08 - 07:01:06
I've never gotten Future.Library to run several WAV files at once. I don't think it's possible since QB requires a lot of power solely dedicated to playing a WAV file.
Stinktier on 09/03/08 - 09:44:11
So if i want sound effects and music at once, i have to use midi? oh damn...
The thing is that the one area i can excel in when it comes to game making, is music.
Todd on 09/03/08 - 10:06:41
You could make a program in Windows (or whatever OS you're using) to multi-thread the WAV files and play them simultaneously but I've never seen it done in DOS much less QB.
Stinktier on 09/03/08 - 10:14:14
Mainly using various versions of windows, yep.
Gotta learn me a new programming language then. Or just accept the limitations.
TmEE on 09/03/08 - 12:06:24
You have XMS, and you have assemblers, only thing you need now is code. Sound Blaster programming manual would be nice thing to look at aswell.
It shouldn't be too hard as I myself have created a sound engine that does 2x PCM channels @ 110KHz and manages an FM and PSG chips on a 3.5MHz Z80. Nothing is impossible to me now...
Stinktier on 09/04/08 - 03:58:44
I got a few tutorials in ASM so i'm trying to get into it. :) Went to a few stores looking for books with example code to learn from yesterday, didn't find anything though. the town library next. i remember they had such stuff when i was younger.
I've always envisioned a game that mixes between different simultaneously played wavs depending on different variables. one place/level/whatever - one set of wavs. could be really neat. for example, the more a player gets closer to zero health points, the clearer you will hear heart beats. or the more enemies around, the more a mix of more intensive drums will be heard. and so on... MultiWaving doesn't take that much energy in a computerbased music studio environment, so with ASM, it shouldn't be any problem, resourcewise, yes?
TmEE on 09/04/08 - 05:45:21
If your code is fast and efficient, it should be fine, on todays computers you have room for poor code... but its still recommended to optimize the code as much as possible.
Marcade on 09/04/08 - 09:32:03
Hmm, FB with one of the libraries should have no problem with this; and it is the closest to QB45.
Todd on 09/04/08 - 10:28:10
FB would definitely be possible since you can compile it on an OS that can handle multi-threaded processes (e.g. two WAVs playing at once).
Stinktier on 09/05/08 - 09:57:42
Yeah, i found out about FB yesterday! I haven't heard of freeBasic before until i stumbled across this site and its top ten links.
just a few clicks on freebasic.net and i did found a library with 1024 sfx slots; 8 channels, that only took a few KBs and didn't need directx. so i'm going to export my project to fb, which will make things much easier for me. Actually, i think very few over here have heard about fb... Searched for it on a swedish development messageboard and there were absolutely no posts about it. D:
TmEE on 09/11/08 - 16:56:14
Swedish people are everywhere, anyway, Hello from Estonia :P
I need to spend more time with FB and MDtracker...
Alterac on 09/21/08 - 12:53:37
Reply to this message
Make two buffers for audio data.
Write a mixing routine for however many channels you want. Play the 1 buffer while filling the other. Swap the buffer pointers. Simple mixing engine like this will allow you to play many channels at once. DMAPlay and their was a MultiDMAPlay back in the day for a soundblaster card. |
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