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Old 13 March 2022, 18:31   #41
Amigajay
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Great work! Obviously for something like the TheA500 where iso support is (unlikely) to be supported i think CD32 whdload slaves are a good candidates to have the same treatment i.e Flink.
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Old 13 March 2022, 19:15   #42
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Originally Posted by ransom1122 View Post
Xenon 2 Megablast Audio Beta v0.2

[ Show youtube player ]
Nice! Thank you.
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Old 14 March 2022, 02:43   #43
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Nice idea!!
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Old 14 March 2022, 13:47   #44
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Fantastic idea, would love to see this concept expanded onto more titles
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Old 14 March 2022, 13:48   #45
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Would it be possible for The Ninja Warriors to have SFX and music at the same time during gameplay?
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Old 14 March 2022, 18:44   #46
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Would it be possible (since you are looking at the other end of the spectrum due to more people having more ram) to also cater for the lower end systems still?

For example for a 2mb system to play music in-game on Xenon II, but instead of big samples to get near cd quality music for big ram systems, use the same code (in principal) but using the Xenon II title screen mod or similar to still fit within a 2mb restriction?
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Old 14 March 2022, 21:50   #47
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Quote:
Originally Posted by Amigajay View Post
Would it be possible (since you are looking at the other end of the spectrum due to more people having more ram) to also cater for the lower end systems still?

For example for a 2mb system to play music in-game on Xenon II, but instead of big samples to get near cd quality music for big ram systems, use the same code (in principal) but using the Xenon II title screen mod or similar to still fit within a 2mb restriction?
The technique requires the music to be converted into stereo sample data. If you wanted to run the game in 2mb and you allocated 1mb for the sample data and 1mb for the game you'd only get 43 seconds of audio at 12000hz.
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Old 14 March 2022, 21:53   #48
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The technique requires the music to be converted into stereo sample data. If you wanted to run the game in 2mb and you allocated 1mb for the sample data and 1mb for the game you'd only get 43 seconds of audio at 12000hz.
The request wasn’t for high quality samples (or even low) on a 2mb machine, but for mod music in-game using the same techniques to play sampled music in-game.
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Old 14 March 2022, 22:01   #49
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The request wasn’t for high quality samples (or even low) on a 2mb machine, but for mod music in-game using the same techniques to play sampled music in-game.
If you want the title music in game and the sound effects too then somehow you have to mix it down to 4 channels total so you either have to do that upfront or in real-time.
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Old 14 March 2022, 22:05   #50
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If you want the title music in game and the sound effects too then somehow you have to mix it down to 4 channels total so you either have to do that upfront or in real-time.
I have no idea of the technicalities of it, but i thought playback of any music be it mod or sampled would need the same treatment to playback on 4 channels with the SFX?
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Old 14 March 2022, 22:14   #51
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I have no idea of the technicalities of it, but i thought playback of any music be it mod or sampled would need the same treatment to playback on 4 channels with the SFX?
The technique is basically taking any piece of music (regardless of whether its a mod or cd audio) and converting it to 2 channel sample that leaves 2 channels for the sound effects. If you could somehow convert a 4 channel mod into a 2 channel mod then he'd you could possibly do something similar but that's not the same technique as this and aside from that three isn't any other way to cram a 4 channel mod into 2 channels without real-time mixing

Last edited by Phantasm; 15 March 2022 at 08:56.
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Old 14 March 2022, 22:28   #52
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Sounds like a good idea to improve the old games experience by making use of all the these new hardware add-ons that people upgrade their Amigas with (also for the various emulation options available) ??
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Old 15 March 2022, 16:48   #53
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One notion to add is how just a slight mastering and a hint of reverb for the right channels, a little of punch added to bass sound and drums and mixing some of the instruments nearer to the centre can make a world of difference for native Amiga music in tracker or other similar formats – all while staying true to the original tune and its soundscape.

Plenty of good examples of this around.
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Old 15 March 2022, 16:55   #54
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Wow, what a great idea! Will try this in a few minutes on my A4000.
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Old 25 April 2022, 22:52   #55
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No news ?
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Old 25 April 2022, 23:13   #56
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No news ?
Doing a mega version for Amiga Mini with different selectable music choices.
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Old 25 April 2022, 23:25   #57
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great news.
Did you receive help from the whdload team ?
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Old 25 April 2022, 23:36   #58
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great news.
Did you receive help from the whdload team ?
Why would I need help from the WHDLoad team?
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Old 25 April 2022, 23:59   #59
turrican3
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I've sent an email to Bert outlining some extra features that would make this whole thing easier if he is able to, I wont comment further until Bert yes "sure" or "fuck no!"

Depending on what Bert says will depend how far this can go, because obviously, no one wants to preload 100+MB of files on start up.
Because of this.
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Old 26 April 2022, 09:57   #60
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Interesting, I was thinking about the exact same thing a few days ago. Was about how I'd love to simply have music I created on my synths, sequencers and samplers and recorded into my Mac to play in the background instead of trackered stuff.

I guess needing that much RAM would be a bit of a no go for me on my projects since I like to (still) keep it Vanilla Amiga, but nevertheless, great that you managed to get this working.

I can see this becoming a standard for future games that use bigger configs.
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