09 June 2021, 19:16 | #121 | |||
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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Quote:
Quote:
Can be done, but if I really do the VBI option I would not want to use a second interrupt vector. Quote:
(Currently this discussion has not much to do with Blitz Basic. Sorry for that.) |
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09 June 2021, 19:28 | #122 | |
Defendit numerus
Join Date: Mar 2017
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Quote:
The alternative is a delay by "raster lines count".. (promised, last derail for the thread sorry) |
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10 June 2021, 02:41 | #123 |
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Thanks for the help guys. As the noob I am, I didn't realize the wait for line $96, caused it Commented that out and it runs just fine with music.
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16 August 2021, 06:45 | #124 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
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Do you know if the routine has problems with F00? Am using it in a couple interactions and Colin say it gurus the game
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05 September 2021, 09:33 | #125 |
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@phx I found some parasite remaining playing sound when playing some samples (after the sample has been played)
Only a move.w #$F,dmacon stops it. Doesn't happen with all samples. Only some of them. What could be the reason? Wrong length? |
05 September 2021, 13:19 | #126 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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Quote:
An alternative is to build ptplayer with the symbol NULL_IS_CLEARED=1. Then the player uses two bytes at $0 instead, which is your responsibility to keep them cleared. |
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05 September 2021, 20:51 | #127 |
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damn. I'm pretty sure you already mentionned that. Thanks!
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02 December 2021, 20:56 | #128 |
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Hi, not sure if it has been explained already, but how do I play a sound in loop? Like the LoopSound command in Blitz but with this lib
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12 December 2021, 19:28 | #129 |
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You can use:
Code:
lea _custom,a6 bra _mt_loopfx Beware: this new loop feature is cool (uses CIA super accurate timers for looping, which prevents from sound glitches like if using VBL) but it has bugs. - not stopping the loop before doing _mt_stopfx with the proper channel exposes to music not playing fully - same thing if you don't stop a loop (with _mt_stopfx) before starting another one on the same channel. On the new pacman version I was working on, the intermission music was always missing the bass. That's because of the in-game sound loops. calling loop stop before _mt_end and before _mt_loopfx workarounds the issue. But that's still a bug. |
14 December 2021, 17:23 | #130 | |||
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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Not sure if that helps Zener, because he was asking for Blitz Basic. Otherwise I would have replied earlier.
Quote:
Quote:
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I tried to fix that here: http://sun.hasenbraten.de/~frank/TEST/ptplayer.asm When there are still problems, please elaborate. Hmm... when I think about it: maybe there are situations where you want to continue your looped sfx while exchanging the music mod currently being replayed? |
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14 December 2021, 19:18 | #131 | ||
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Quote:
Quote:
Or there should be a mt_music_stop thanks for the fix I'm going to try it. |
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04 January 2022, 19:42 | #132 |
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Location: UK
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Sorry to resurrect an old thread but I am trying to use this player in my target Renegade game but when I play music I just get weird clicks. It is not trying to play the mod as if I don't load it, I get the same sounds. I copied the ptplayer.obj from the thread and rebuilt the Blitzlib using Blitzman but to no avail. Also, Blitzman only allows libs from 1-127 but this one is 195???
Any help would be useful as BB2's tracker playback is poor and doesn't play nicely with sound effects. Plus it has been noted that the mod is playing back incorrectly... Have tried a different mod with the same outcomes. |
07 January 2022, 23:55 | #133 |
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Location: UK
Posts: 1,893
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Got it working at last! Two problems:
1)My mod was dodgy for some reason! 2)Using the Loadbank commmand doesn't work Seeing others use the IncBin command has sorted it! Hooray! |
08 January 2022, 00:17 | #134 | |
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Location: Auckland
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Quote:
Were you using LoadBank BankId,Path$,2 to load into chipram? |
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08 January 2022, 08:57 | #135 | |
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Quote:
The IncBin method is more complicated and adds code but at least it works. For multiple mods, I am currently stopping the previous mod and then loading the new one and copying into chipram. Cleverer people than me could probably copy more than one at once but as each level of Target Renegade has only one tune, it's not a problem and this helps reduce chipram usuage! |
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08 January 2022, 09:02 | #136 |
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Time for a public shaming - went back to my original code and guess what...
I had the path wrong -doh!!!! How much wasted time did I have on this. What a complete idiot. It's only when I just wrote, that I didn't have the path wrong that I thought to check -arghhhhhh!!!!!! |
08 January 2022, 16:39 | #137 |
Banana
Join Date: Jul 2016
Location: Darmstadt
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I was just about to say that I'd tested the updated library I posted and it worked...
Glad you sorted it out! |
08 January 2022, 17:56 | #138 |
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Thanks - typical silly bug! At least I can get on with the game as the music problem was annoying me.
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25 June 2023, 12:25 | #139 |
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I just wanted to check if there was a version of the library built for Blitz that uses at least version 6.1 of PTPlayer and has NULL_IS_CLEARED set to true.
If not - I'll see if I can build it, but I wanted to check if it had already been done. |
25 June 2023, 22:55 | #140 |
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I've done a build with e-penguin's repo using NULL_IS_CLEARED, seems to work great.
I just wanted to check - should I have it storing the old content of $0.w (and restoring it on quit) just incase, for example, someone has something in workbench before the game is loaded that has changed that value to something other than 0? |
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