12 January 2024, 13:03 | #181 |
Registered User
Join Date: Feb 2018
Location: Poland
Posts: 373
|
There are no 'subtunes' in MOD format, per se. You just start playing a song from the position where a supposed subsong starts. When the player encounters Bxx command (it is the Protracker's GOTO) it jumps wherever you like, e.g. go back to the subsong's begining.
|
12 January 2024, 14:21 | #182 |
Registered User
Join Date: Dec 2016
Location: Warsaw area
Posts: 153
|
Thanks. That's what I wanted to know.
OK back to programming |
17 January 2024, 11:58 | #183 |
Registered User
Join Date: Dec 2016
Location: Warsaw area
Posts: 153
|
One more question:
Is there a way to play Sound FX on selected channel? Looking at the functions provided in first post I think there's not but maybe there's some trick to do it. The thing is that the music in my game leaves 4th channel almost empty to play sfx but when I play the sfx it plays it also on other channels which I dont like. TIA |
17 January 2024, 12:14 | #184 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
|
Use MTPlayFX, you can set the channel in the sfx structure:
Code:
; Request playing of a prioritized external sound effect, either on a ; fixed channel or on the most unused one. ; Structure layout of SfxStructure: ; void *sfx_ptr (pointer to sample start in Chip RAM, even address) ; WORD sfx_len (sample length in words) ; WORD sfx_per (hardware replay period for sample) ; WORD sfx_vol (volume 0..64, is unaffected by the song's master volume) ; BYTE sfx_cha (0..3 selected replay channel, -1 selects best channel) ; BYTE sfx_pri (priority, must be in the range 1..127) ; When multiple samples are assigned to the same channel the lower ; priority sample will be replaced. When priorities are the same, then ; the older sample is replaced. ; The chosen channel is blocked for music until the effect has ; completely been replayed. ; |
17 January 2024, 15:25 | #185 |
Registered User
Join Date: Dec 2016
Location: Warsaw area
Posts: 153
|
Looks promising, but how do I access this structer after laoding or decodeing a sample file?
|
17 January 2024, 17:33 | #186 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
|
I've put examples here:
https://github.com/E-Penguin/blitz_p...master/example |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Demos with music or sound effects in time with graphic effects | mark_k | request.Demos | 7 | 07 December 2016 20:23 |
Sound issue, not all sound effects played. | Connorsdad | support.WinUAE | 16 | 23 February 2015 16:32 |
Sound Effects in IK+ | noel411 | support.Games | 3 | 07 September 2007 03:12 |
IK+ sound effects not working | andreas | support.WinUAE | 4 | 26 July 2005 20:21 |
How to rip sound / effects | wlcina | support.Games | 16 | 18 April 2005 03:09 |
|
|