Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: juncmodule on Tue 20/05/2003 16:01:10

Title: Feature Request -- Channel Select and # of loops with sound
Post by: juncmodule on Tue 20/05/2003 16:01:10
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. :-*

Title: Re:Feature Request -- Support for more sounds at once
Post by: Gilbert on Wed 21/05/2003 02:28:24
See PlaySoundEx() text script function from the manual, you may also check out its related functions.

This function is available since AGS V2.53.
Title: Re:Feature Request -- Support for more sounds at once
Post by: juncmodule on Wed 21/05/2003 04:18:52
Oh wow...I missed that one! Thanks!
Title: Re:Feature Request -- Support for more sounds at once
Post by: Archangel (aka SoupDragon) on Thu 22/05/2003 18:46:18
Wouldn't AGS have a horrific amount of innacuracy for timing musical applications?
Title: Re:Feature Request -- Channel Select and # of loops with sound
Post by: juncmodule on Wed 28/05/2003 16:38:21
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
Title: Re:Feature Request -- Channel Select and # of loops with sound
Post by: Pumaman on Wed 28/05/2003 23:05:47
Ok, I'll add it to my list.
Title: Re:Feature Request -- Channel Select and # of loops with sound
Post by: juncmodule on Thu 29/05/2003 00:53:57
I love you Chris! (http://chris.jones.youaremyfriend.com/)





Title: Re:Feature Request -- Channel Select and # of loops with sound
Post by: Alex Lowes on Thu 29/05/2003 08:52:25
Cool add its so...so.... :'(