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Old 29 July 2020, 12:25   #98
MickGyver
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Join Date: Oct 2008
Location: Finland
Posts: 643
Quote:
Originally Posted by Coagulus View Post
Glad you've found that. Thought i was going loopy. Next question is can a sound effect be forced into one only though. (My next game. which I'm about half way through coding already, uses 3 channels again.)
This should be possible with my converted version of the library. Look at the example I included:
Code:
WBStartup

INCLUDE "ptplayer_inc.bb2"

MTInstall 1 ; Install the CIA MOD player routine (1=PAL,0=NTSC)

LoadBank 0,"playingw.mod",2 ; Load a module into chipmem
addrMod.l=Bank(0) ; Get the pointer to the module

DEFTYPE .sfx clap         ; Create a sfx instance
LoadSound 0,"909Clap.iff" ; Load a sound
; Initialize a sfx for ptplayer
SFXInit{&clap,0,64,-1,1} ; {*pointer.sfx, sound_index, volume, channel (-1=best), priority (>0) }

MTInit 0,0 ; Initialize a module from bank 0, start position = 0
MTPlay On  ; Start playing the module

While Joyb(0)<2
  VWait
  If Joyb(0)=1
    MTPlayFX &clap
  EndIf
Wend

MTEnd    ; Stop playing the current mod
MTRemove ; Remove the CIA MOD player routine

End
Here is the link to the library with the example: http://eab.abime.net/showpost.php?p=...9&postcount=64
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