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Old 03 October 2013, 10:04   #21
Codetapper
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Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
I know very little about audio but just wondering if any software ever "cheated" by having anything played on one of the channels having an identical sampling rate/frequency to allow very fast mixing?

If the sound effects for a game were all tuned to the same frequency as whatever else you played on that channel, presumably you could do something simple like add the 2 samples together and divide by 2 (with a shift), or maybe just use the highest value? You'd get 5 channels that way, very easy computationally and you could "merge" in sound effects with the music as long as it was a drum or something on that channel.

Would that work?
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