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- RE: Re: music for bad mood.
-
- Doug here..
-
- > I don't realy understand this discusion. If you don't want music or if it takes
- > to much CPU time, just turn it off! As everything else is going to be configurable
- > why shouldn't the music be? Another point is that we are _not_ talking about
- > unsing soundtracker modules in game, we are talking about midi-files. To be able
- > to listen to the music you will need a soundmodule, get it?
-
- I wasn't originally going to get involved in this particular area, but I have
- decided to offer up a couple of points on the subject. Just isome ideas and
- suggestions.
-
- 1) Sound FX are going to be the top priority in the sound department. All Falcons
- should have the option of at least 4 channels of sampled sound. Anything less will
- have a detrimental effect and I believe it's the minimum spec for sound.
-
- 2) I think it would be relatively straightforward to implement different levels
- of sound quality and variable numbers of channels to be mixed. This allows a balance
- between audio quality and CPU resources.
-
- 3) A single prioritised multiplexer should be able to supply all of the sound
- channels required for both sound FX and music. Sound FX should be prioritised above
- ingame music, and the music's ability to sustain it's instruments can be increased
- by mixing more channels - at the cost of CPU time.
-
- 4) Prioritisation does not work with MOD files, due to audio effects needing to be
- sustained on each music channel. Interference from SFX will seriously disrupt the
- MOD playback and it will sound terrible. This means that if we are to use a MOD player
- then the SFX channels must be 'insulated' from the SFX channels, and therefore requires
- more channels to be effective.
-
- 5) Limiting the frequency of SFX to a single 'note' will have a far greater impact on
- atmosphere than might first be apparent. The multiplexer must be able to mix SFX in
- a similar fashion to musical instruments, to allow for random fluctuations in playback
- frequency - for variety. Repeated playback of a sample on a fixed frequency is
- psychologically equivalent to a neon light in a dimly lit room. It's dead obvious and
- will kill audio realism.
-
- 6) I think the decision to implement music from a technical point of view is not a
- problem, as you can 'turn it off' as Laurent has suggested - but I do think the real
- method for making a decision on the music front is simply a case of how good the music
- actually is. If it's going to benefit the game's atmosphere and quality then it should
- go in. If music is written just for the sake of it, and doesn't 'fit', then forget it.
- Spend the valuable time on something more important.
-
- 7) Implementation of 3D sound using microdelays should again be available to anyone
- with the CPU power to produce audio of sufficiently high quality to make it worthwhile.
- It is probably not a good idea to try to use 3D sound and other similar luxuries when
- you are only mixing 4 channels, and trying to play music on 2 of those channels.
- In other words, enhancements such as this should only be available on the higher audio
- quality settings, and therefore faster machines.
-
- 8) It's realatively easy to implement a Midi playback sequencer using the PSG on the
- Falcon, leaving the sample channels free for SFX. However, I would hope we would only
- attempt this if the music is EXTREMELY GOOD - as the PSG makes a casio watch sound like
- precision audio equipment. I think you know what I mean....
-
- > The good thing is that midi-music will not take more than around 1-3% CPU time,
- > you will not even notice it and the option is still there.
-
- I can't see the harm in this, but it's only worthwhile if it sounds good, otherwise
- we should drop it and work on something else. Again, it depends on the music itself
- and whether it's going to be based on real samples, sample wave fragments or actual
- PSG stuff. And that depends on both the programmer AND the musician.
-
- > As there is some people that would like to have music and there is someone who can
- > write the routines to do it, so why wouldn't we implement it? If I wouldn't like
- > to have texturemapped walls, you wouldn't listen to me, or would you?
-
- I think I'm biased. :)
-
- > Doug, I don't like the texturemapped walls they ruins the atmosphere, get rid of
- > them! ;-))
-
- I had considered making them completely transparent, which would save 98% of the
- CPU time for audio capabilities. We would even get the DSP back...:)
-
- > Just joking.... :-)))
-
- Awww - I had it all worked out too!!!
-
- > It sounds like some of you have something against music...
-
- Not me, but I have a lot against BAD music. And there's plenty of that about
- these days. :)
-
- Fortunately, music guys like Sebbe know the difference, and wouldn't dream of
- hurting our ears...
-
- Just keep away from the PSG Sebbe, and you simply can't loose!
-
- (that was a rather sideways endorsement of Sebbe's excellent capabilities)
-
- :)
-
- Doug.
-
-
-