From
Konstantin Zhukov
→
To
All
5 October 2006
Hello, All
Let's say you compiled music in Sound Tracker PRO or PRO Tracker. But when
When playing music on one of the channels, you need to skip some
noise effect. Is it possible to mute one of the melody channels so that it does not interfere?
effect?
From
Alexey Mikheev
→
To
All
5 October 2006
Hello, Jukov
Juk> Is it possible to mute one of the melody channels so that it does not interfere
Juk> effect?
Apparently, you will have to modify the player.
From
Dmitry Vasilievich Terentyev
→
To
All
5 October 2006
Hello Cyrax Inc.
read the electronic magazine DejaVu number 10 or 9 there this topic is well covered with
examples and sources, as well as a collection of sounds
From
Mark Antonov
→
To
All
5 October 2006
Hello, Jukov
patch the player - there are a bunch of outs in one place, mask the desired channel and
display your data, but do not forget that the frequency of the noise and the envelope is set for
all 3 channels. a more progressive method has now been invented - using
TurboSound - one AY plays music as before, and the second one plays sound effects
From
Gavrilov Vitaly
→
To
All
6 October 2006
Hello demon_zx
At one time I even made an equalizer for AY. True, there is no patching of the player
It worked out - I just read the data, changed it and immediately wrote it down. Delay
processing was affected by a terrible crash. A similar effect can be seen in the game
MortalCombat from Codebusters(?) - when the volume goes down you hear a crackling sound.
Hence the moral - instead of outs, you need to register loading into variables (13 pieces), and
then they are processed after the player and output in batches. You can get the full
power over sound:
-volume control
-change the channel layout (unless you can do mono)
-equalizer (dubious happiness, but still)
-pitch and other perversions of tonality
- output your sounds when necessary
From
Gavrilov Vitaly
→
To
All
6 October 2006
Hello, key-jee
I also found the sources.rar archive in the appendix to the latest InfoGuide and in
here is the source code of the pt2/pt3 player, where you can write your own output to the ports - that’s all
the data is formed in an array. Author - S.V.Bulba
From
Ivan Petukhov
→
To
All
6 October 2006
Hello Vitamin
At one time, siril/4d upgraded the pt3 player (without knowing either the format or being able to
properly program) adding to it the processing of data from OUT
registers .. As a result, it added a function for changing layouts on the fly
stereo (you could play at least one single channel in all), plug any
channels, equalizer and changing volume plates to emulate the sound of AY to YM
and vice versa.. So there is nothing very complicated in this - there would be a desire.
From
Alexander Shushkov
→
To
All
7 October 2006
Hello, The Exploited
The> will not work
What exactly won't work? There is no need to touch the player. You need to write a player
sounds.
From
Alexander Shushkov
→
To
All
7 October 2006
Hello new art
new> This is the most crappy solution.
new> Surely the game will have the ability to disable effects, so
new> you turn off the effects, but the music will still remain defective.
new> Patching the player will take 5 minutes, write your own effects player
new> a few more hours.
Who needs what...
It’s better to order a universal player from a professional that can also provide sounds
reproduce. Then you won't have to reinvent the wheel every time.
From
Mark Antonov
→
To
All
8 October 2006
Hello axor
axo> What exactly will not work? There is no need to touch the player. Need to write
axo> sound player.
patch the player - in any case. in the original it is still always, every
interrupt writes all registers including and the channel that is not used in
melodies
From
Andrey Bogdanovich
→
To
All
9 October 2006
Hello, The Exploited
Depending on the melody, you select the channel that best outputs sounds (to
the melody was less distorted), then you make a CALL player and display your outs
effects. I don’t see much point in jamming the channel beforehand, the effects are usually
short and quickly played.
In code it looks like this:
on interrupts:
CALL MUSIC
CALL SPLAY
If you need to play the effect, do this:
LD HL,SOUND1
LD (SONG),HL
Code SPLAY;
┌─-; CODE ───
SPLAY LD HL,(SONG)
INC H
DEC H
RET Z
LD BC,#FFFD
LD A,4
OUT(C),A
LD B,#BF
LD A,(HL)
OUT(C),A
INC HL
LD B,#FF
LD A,5
OUT(C),A
LD B,#BF
LD A,(HL)
OUT(C),A
LD B,#FF
LD A,7
OUT(C),A
INC HL
IN A,(C)
AND #DB
OR(HL)
LD B,#BF
OUT(C),A
INC HL
LD A,#0A
LD B,#FF
OUT(C),A
LD B,#BF
LD A,(HL)
OUT(C),A
INC HL
LD (SONG),HL
LD A,(HL)
OR A
RET NZ
LD(SONG+1),A
(here checks whether the music is on, if so, then Z)
RET Z
XOR A
LD BC,#FFFD
LD A,7
OUT(C),A
IN A,(C)
OR 36
LD B,#BF
OUT(C),A
RET
SONG DEFW 0
SOUND1 DEFB 180,10,32,10 ;ONE. KV. DEFB 180,10,32,11
DEFB 250,9,32,12
DEFB 250,9,32,13
DEFB 240,9,32,14
DEFB 240,9,32,15
DEFB 230,9,32,15
DEFB 230,9,32,15
DEFB 220,9,32,14
DEFB 220,9,32,13
DEFB 210,9,32,12
DEFB 210,9,32,11
DEFB 200,9,32,10
DEFB 200,9,32,8
DEFB 190,9,32,6
DEFB 190,9,32,5
DEFB 180,9,32,3
DEFB 180,9,32,2
DEFB 0
└── CODE ───
From
Witch Doctor
→
To
All
18 November 2006
Hello Specter
in general this is true... about the bicycle... :(
From
Andrey Polikhanenko
→
To
All
19 January 2007
Hello, The Exploited
The> will not work
See CSC:DejaVu. There's just 2-channel (2Hewart - not defective!) music with
effects on channel 3. Wow, everything works, it's amazing!.. :)