Unreal (bug)

ZXNet echo conference «zxnet.pc»

From moroz1999 To All 19 February 2006

Hello SMT Is it okay if I write about the bug here? maybe this is intended, but apparently in BASS mode the SeekFirst-SeekLast system Doesn't work for GS, priorities seem to be the same.

From moroz1999 To All 19 February 2006

Hello, moroz1999 And, as far as I understand, the distribution of GS channels is as follows: 0001 - left 0010 - left 0100 - right 1000 - right comrades with reals, do you know if this is a picture that matches reality?

From SMT To All 19 February 2006

Hello, moroz1999 mor> in BASS mode, the SeekFirst-SeekLast system for GS does not work, mor> priorities seem to be the same That’s how it’s intended. 4 channels for BASS and 4 for samples - 8 channels, it should be enough without distribution of priorities. that is, in reality several priority ones sound, taking away music channels, but with BASS everything sounds

From SMT To All 19 February 2006

Hello, moroz1999 mor> comrades with reals, do you know if this is a picture that matches reality? do you think the GS boards are not wired according to the diagram? and-)

From moroz1999 To All 19 February 2006

Hello SMT SMT> is intended. 4 channels for BASS and 4 for samples - 8 channels, it should SMT> is enough without prioritization. that is, in real life they sound several SMT> priority, taking away channels from music, and with BASS everything sounds here a problem arises that sometimes seekfirst-seeklast are set like this: to limit playback in certain two channels, and complete not using these parameters will have the corresponding effect. well, my job is to report :)

From SMT To All 20 February 2006

Hello, moroz1999 well, the channel selection algorithm needs to be disassembled, reluctantly