Feature Request -- Channel Select and # of loops with sound

Started by juncmodule, Tue 20/05/2003 16:01:10

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juncmodule

EDIT: This is the original post, please see below.

Quote
I guess just polyphony for wav/mp3/ogg

Is this possible or just too difficult to implement. I tried to make a drum machine a while back with AGS. It worked great but when a snare drum and bass drum played at the same time, one cancelled the other out. I'm assuming this is a limitation of AGS. Is there a workaround for this or is it a feature that would have to be added.

As for why I want this: I make electronic music and would enjoy using AGS to perform songs in. Obviously I can use other things and it would be easier and more friendly. But, I like AGS more. :-*


Gilbert

See PlaySoundEx() text script function from the manual, you may also check out its related functions.

This function is available since AGS V2.53.

juncmodule


Archangel (aka SoupDragon)

Wouldn't AGS have a horrific amount of innacuracy for timing musical applications?

juncmodule

EDIT: Okay, I thought that PlaySoundEx would solve my problem but it won't. PlaySoundEx will only play channels 3 thru 5 and does not support looping. PlayAmbientSound has everything a boy could want but lacks an option to turn off looping. I guess what I'm looking for is a universal PlayAudio option. Something like this:

PlaySoundEx(int channel, int sound, int volume, int x, int y, int looping);

everything would be just the same as play ambient sound, except looping (where 1=loops, 0=play once)

Since all of these features all exist (just in different functions) I imagine this may be really easy to implement.

Thanks,
-junc

EDIT: Sorry Archangel, forgot to reply to you. Timing is actually easily controllable. One, I can build a timer, two, I can call things every game cycle. My drum machine worked out really well, except that I made it with objects and chars instead of with a gui and didn't know about multiple audio channels. Another plus is the fact that my music is experimental so there really isn't a such thing as "timing" ;D

Pumaman



Alex Lowes


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