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Old 30 May 2014, 18:46   #1
leathered
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Blitz Basic 2 med channel masking

I need to find a means of loading and playing a module, removing it and returning as much memory as possible to the system when finished. Ideally I've been looking at using a memory bank where the module is read with Bload, decoded before playing, then cleared when finished and can be re-used. This works, however the decoded module sounds scratchy or has portions missing. I've tried INCBIN but again the decoded module sounds corrupted. It seems as though the Protracker player in the BSS was incomplete. I've checked the library numbers for conflicts and removed an older version which had shared lib number, and the problem is still there.

I've since been using Leffmann's Omed library for playing Octamed modules in Blitz.
http://eab.abime.net/showthread.php?...t=med+problems

The OMEDUNLOAD command seems to cause a Guru, however the option to load into Fast mem makes it very useable for my program.
I need at least 1 channel to be useable for sound effects, so need to find a way to mask them. Here’s where I run into trouble. I thought to look at the original Blitz libraries responsible for channel masking (when I find them!). Alternatively does anyone know about channel masking with regard to PT and Med player routines that can point me in the right direction? There is nothing about masking in the medplayer.lib docs so it must be independent of the medplayer routine as such. Thanks for reading. Mods; feel free to relocate this thread with the one above if my question seems more appropriate there.
Edit: The OMEDUNLOAD command seems fine now after re-installing the library. Excellent! Thanks be to Leffmann!

Last edited by leathered; 06 June 2014 at 01:27.
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Old 31 May 2014, 15:57   #2
Samurai_Crow
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Ummm... quick question: Did you try making your MED module a 3-voice MMD1 file in OctaMED SoundStudio? The library should only allocate 3 voices if you do.
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Old 31 May 2014, 17:50   #3
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I used an older version of octamed. I looked in SoundStudio but couldn't see the wood for the trees I guess! Thank you, I will give that a try. =)
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