Would you please add it? I need it for my game...support for .MOD files. I've got 322 of them on an old CD I found.
Surely it must be possible to add support for it.
ID:259889
Jan 11 2005, 5:43 am
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In response to Tom
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Good. I'd also like to introduce a suggestion you may already have heard: offsets, volume, tempo.
Also known as: sound control The new sound() would parse like this: sound(file,repeat=0,wait,channel,offset,volume=100,tempo=100) offset = offset in milliseconds to wait (aka if it's set to 600 and you have a MID which is 2 minutes, it will skip 1 minute and start at file.mid on time 1:00, handy for loops etc., Tom should understand, and if he doesn't, I'll punch him.) volume = ranging from 0 to 150 on how hard the volume should be. 100 is normal (standard), below is fainter noises, above is greatly heard noises, this can be handy to simulate hearing noises from afar etc.) tempo = ranging from 0 to 200 on how fast the sound should go. 100 is normal tempo, below 100 goes slower (below 50 = slowmotion?), above 100 goes faster (above 150 = super fast mode!) - not limited but known of use in Matrix games. These updates would greatly improve the control over sounds as opposed to have we got now. We're limited to one MIDI playing at a time, and we can't even set offsets or whatnot for said MIDI. |
In response to Phoenix Man
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Phoenix, Sound Control belongs in its own topic =P.
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In response to Wizkidd0123
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In response to Phoenix Man
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I believe the new sound library they're using is fmod, which can do just about every sound effect on the planet. Hopefully it shouldn't be too hard to expose those capabilities so us DM programmers can get our grubby hands on them. ;-)
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In response to Phoenix Man
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That's not a bad piece o' music you got there. =) Where's it from, or did you make it?
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In response to Phoenix Man
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We are indeed going to use FMOD. Every sound and music format that FMOD supports BYOND will support, with the exception of MP3. MP3 licensing is an ugly can of worms which can be easily avoided, since the FMOD BYOND client can use Ogg Vorbis format. Developers can get MP3 to ogg converters for $20 rather than licensing MP3 support for their game for $3000.
In time most of the features of FMOD will be worked into the system, most likely through a new /sound datum. I'm really excited about the reverb options. The volume and most other ranges will be 0 to 255. ;) The frequency however, is a floating point value and you can actually set it as a negative value to play your sounds backwards! You can download the free version of FMOD and boggle at the features in the help file, if you like. There is no way to make your computer play more than one MIDI at a time, unless you have multiple sound cards that will play nice with one another. However I have played over a dozen simultaneous MOD files in BTG on an FMOD beta of BYOND and it worked great. (It didn't sound pretty though. Blending multiple songs is just silly.) Once we get the datum working, it will be nice to be able to crossfade songs though. |
In response to Shadowdarke
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Will it be possible to tell how many ticks into the song it is, or, at least, how long a song is?
Of course, it would be preferable to have both features, but if not the former, then please add support for the latter (If you know how long a song is, you could just use a ticker to find out the former)? =) |
In response to Wizkidd0123
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Wizkidd0123 wrote:
Will it be possible to tell how many ticks into the song it is, or, at least, how long a song is? Usually, yes. Unfortunately things like network latency and a cpu being overloaded can cause time things like that to not match up. Say a server takes .2 seconds to complete a particulary calculation-heavy tick. Now the server thinks that the song the client is playing is at .1 seconds before it really is. How far into the song it is, as well as something like a Finished() procedure called when the song is done would be nice. |
In response to Shadowdarke
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Shadowdarke wrote:
The frequency however, is a floating point value and you can actually set it as a negative value to play your sounds backwards! Okay, that is seriously cool. =D However I have played over a dozen simultaneous MOD files in BTG on an FMOD beta of BYOND and it worked great. [snip] Stop it, you're making me drool on my keyboard. ;-) |
It's coming soon.