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- On Fri, 13 Jan 1995, Ben Marty wrote:
-
- >
- > > I run into a problem when coding my next game, hope somebody can help
- > > me with this...
- > >
- > > Now, this is a piece of code from my game:
- > >
- > > Sam Loop On
- > > Sam Play 1,1
- > > Sam Loop Off
- > > Sam Play 2,2
- > >
- > > I want to play a humming sound continuously on channel 1 and some
- > > other samples like explosions and laser zaps on other channels.
- > > But with the previous example the Sam Loop Off commands stops looping, so I
- > > only hear the humming sample once and then an explosion... Then if I
- > > remove it the explosion sample will be played continuously.
- >
- > I think the solution will involve removing the Sam Loop Off statement
- > and finding a way to stop other sound effects. Isn't there a command to stop
- > a channel from playing or something, or silence it? turn the volume of the
- > chanel down maybe? Play a silent sample on the channel? Otherwise perhaps
- > you'll just have to not use Sam Loop and manually play it at regular intervals.
- >
-
- Another solution (albeit convoluted) is to make a tracker in Soundtracker
- etc that plays the continuous sound in channel 1 (ie loop the sample in
- the tracker program). Then simply play the tracker in your game, whilst
- making explosion sounds etc in the other channels. ;]
-
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- Stuart Matthews - University of Queensland, Australia
-
- E-mail : co314519@mailbox.uq.oz.au | "It's an older code,
- Finger : co314519@dingo.cc.uq.oz.au | but it checks out..."
-
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
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