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Old 02 March 2024, 13:51   #206
Toni Galvez
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Join Date: Jan 2015
Location: London/UK
Posts: 229
Quote:
Originally Posted by Mrs Beanbag View Post
I am multiplying sample values by these numbers and right-shifting 8 places, the multiples of 0 and 256 optimise out though, and 155 = 128+27.
Hello,

I think, it will be hard to make a fast mixing routine for games, but at least, we can use OCTAMED/OKTALYZER 8 channels for MENUS and other places where is not in-game.

I think, you probably know this amazing fixed frequency sound routine that is quite fast: [ Show youtube player ]

I had the idea to use this fixed frequency routine to make music, how?
Well, having the sample for each note, you may think is crazy, but, it could be 32byte samples or some sort of small sample, it would not take much memory (and this mixer mixes the samples stored on fast ram, so, not taking chip ram).

So, you need to adapt a music tracker to get to use this 3 real channels and other 4 mixed channels, so, you will be able to use it into a game. This mixing routine take very short amount of raster time.

We are using it on out Amiga game, but in this configuration:

Real channels:
- Channel 1. Bass+Drums
- Channel 2. Chords.
- Channel 3. Main lead.
- Channel 4. Main lead echo.

Mixed channels interrupt channel 4 to fire the sound effects.

So, we can have 4 sound effects mixed on channel 4.

That's 7 channels.
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