Author Topic: Sound in Axe  (Read 18035 times)

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Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #30 on: June 22, 2010, 02:33:22 pm »
7 MHz?

A lib and music editor (with testing the song) would be nice, though
« Last Edit: June 22, 2010, 02:33:45 pm by DJ Omnimaga »
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SirCmpwn

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Re: Sound in Axe
« Reply #31 on: June 22, 2010, 02:38:03 pm »
Well, if the music takes up 7MHz, then that leaves 6MHz to the game, which will make adding the music easier.

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #32 on: June 22, 2010, 03:00:05 pm »
Mhmm...

well my concern was more: what about the remaining 2 MHz? (15 MHz - 7 MHz - 6 Mhz = 2 remaining MHz, right?)
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SirCmpwn

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Re: Sound in Axe
« Reply #33 on: June 22, 2010, 03:14:10 pm »
Oh, right.  *9MHz.

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #34 on: June 22, 2010, 03:16:02 pm »
Aaah ok.

Well I would liek to see such routine for sure. Just make sure it is easy to make music and that you can play it to make sure it sounds right, and that it's easy to import.
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SirCmpwn

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Re: Sound in Axe
« Reply #35 on: June 22, 2010, 03:17:43 pm »
Yep.  You can have my C Major scale demo if you like.

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #36 on: June 22, 2010, 03:47:19 pm »
That would be nice, altough it's not a big hurry. I am experimenting with something else at the moment that would be too slow with sound anyway
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Offline LordConiupiter

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Re: Sound in Axe
« Reply #37 on: June 22, 2010, 03:58:13 pm »
well, I would also like your experiment in C. I think music is the coolest thing on the calc I can think of at the moment!
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

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SirCmpwn

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Re: Sound in Axe
« Reply #38 on: June 22, 2010, 03:59:48 pm »
Later tonight I was thinking about making the Zelda theme as a demo, now I think I will.

Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #39 on: June 22, 2010, 04:04:13 pm »
Wow cool! I wish you good luck ^^
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Offline LordConiupiter

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Re: Sound in Axe
« Reply #40 on: June 22, 2010, 04:08:32 pm »
yeah! very cool! I wish you also good luck...
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

Offline Keoni29

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Re: Sound in Axe
« Reply #41 on: June 03, 2011, 08:34:12 am »
I try to play music ingame using subroutines after every action. Then add some reverb with my computer so that it plays smooth notes. Maybe it will work.
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Ashbad

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Re: Sound in Axe
« Reply #42 on: June 03, 2011, 09:44:59 am »
I try to play music ingame using subroutines after every action. Then add some reverb with my computer so that it plays smooth notes. Maybe it will work.

One suggestion to make it a bit more "stable" between musical phrases is to use an interrupt system to play the notes, that usually worked best for me when I tried adding it to games.
« Last Edit: June 03, 2011, 09:45:10 am by Ashbad »

Offline Keoni29

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Re: Sound in Axe
« Reply #43 on: June 03, 2011, 09:46:50 am »
I'll check the interrupts tut :)
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Offline DJ Omnimaga

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Re: Sound in Axe
« Reply #44 on: June 03, 2011, 08:55:09 pm »
Holy necropost, batman! :O

On a side note is the sound in Wabbitemu exactly the same as on the calc now? I am really curious about if it's possible to play 2 notes together by quickly alternating between each others, or at least use combinations to form different sounds...
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