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Old 25 August 2022, 07:42   #55
pipper
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Join Date: Jul 2017
Location: San Jose
Posts: 669
Quote:
Originally Posted by Karlos View Post
We should consider removing all the cheese sauce.

One thing I would like to check is the audio subsystem. The game claims to support an 8 channel mode and the restrictions on samples are reminiscent of OctaMEDs legacy 5-8 channel mode. It keeps 1 channel for the music mod and I know that this channel is not split because I was using mods with samples more than half volume and at sample rates higher than the sound effects rate of 8kHz.

If the game does any software sound mixing at all, the sounds should be in Fast RAM and only a playback buffer in chip. Also, 8kHz? What is this, late 80s telephony? It would be great to have a modern sound mixer
I think the 2MB version is all the code in "ifne CHEESEY" blocks.

The game does indeed support 8 channel stereo sound, controlled by F3
See code here:
https://github.com/mheyer32/alienbre...hires.s#L10021
We can make the 8 channel sound default by changing the 4 into an 8 here:
https://github.com/mheyer32/alienbre...hires.s#L10144

I haven't tried allocating what happens when samples get allocated in fastmem... worth an experiment.

I think this can be done by replacing MEMF_CHIP with MEMF_ANY here:
https://github.com/mheyer32/alienbre...llchunk.s#L178
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