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Old 22 February 2021, 23:02   #121
phx
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Quote:
Originally Posted by h0ffman View Post
Anyways, I'll grab your latest beta and give it a try.
Thanks. But there is no beta available, just the patch. I will upload a beta of the source and tell you the URL (maybe after I had a look on the master-volume issue).

Quote:
One thing I have noticed is the master volume doesn't appear to be effecting samples which are already playing.
Indeed. I never noticed that in our games, which offer a volume option in the menu, because new samples are usually playing fast enough.

Quote:
I have a short fade which occurs when soundtracks are switched and the looped samples being played by the mod are not reducing until another sample is played.
Yes, that's annoying. I will have a look these days.

Quote:
Is that how it currently works, i.e. master volume doesn't come into effect until a sample is triggered?
Correct. The volume is always set together with a new sample. But the last volume is stored in the channel status, so I could probably just use this and write a new volume to AUDxVOL whenver the master volume changes. Seems easy.
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Old 23 February 2021, 13:08   #122
h0ffman
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Legend! Gimme a shout when its ready.
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Old 24 February 2021, 21:13   #123
Photon
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Yes! Master volume must be changed on command not trigger because this is used in all kinds of modules to emulate arp/echoes. Sometimes also the notetempo is not fast enough to make a volume fade act fast enough (without some insane fade value requiring a - master volume reset value on the next note).
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Old Today, 20:10   #124
phx
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Latest ptplayer 6.1beta is here:
http://sun.hasenbraten.de/~frank/TEST/ptplayer61beta.lha

Now all channel volumes should be changed immediately during the mt_mastervol() call.
Set NULL_IS_CLEARED=1 to test the idle-looping of samples at $0.

Complete list of changes in current beta:
Code:
- Fixed note delay command (EDx), which still played the previous note
  in some situations (Antiriad/EAB).
- mt_mastervol() must change the volumes of all channels immediately
  and shouldn't wait for the next sample being played.
- Symbol ENABLE_SAWRECT may be used to disable sawtooth and rectangle
  waveforms for vibrato and tremolo, which saves memory for their tables
  (suggested by Antiriad).
- Symbol NULL_IS_CLEARED may be used to indicate that the memory locations
  $0 and $1 in your system are zero, so they will be used for idle-looping
  of audio channels.
- Removed cia.i and custom.i include files and included the required
  symbols directly into the source.
- New function mt_loopfx() for playing looped sound effects.
- New function mt_stopfx() for immediately stopping a sound effect.
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