Help wanted for sound & music stuff

Discussion in 'Discussion and Q&A Archive' started by SpirituInsanum, Mar 19, 2013.

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  1. ValleyBell

    ValleyBell Well-Known Member Member

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    I can tell you why it doesn't work with 00.

    Unlike Sonic 1, S3K uses the MSB of the volume operators to know, if it affects the output volume or not. All operator bytes that do must be 80h or higher, because only these ones are affected by the volume coordination flags.

    Sonic 1 uses a look-up table on the algorithm type instead and doesn't care about the MSB.
     
  2. nineko

    nineko I am the Holy Cat Member

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    italy
    Oh, even I didn't know that. Did I already say that ValleyBell is awesome? At least a few hundreds of times, but it's hardly enough :)
     
  3. SpirituInsanum

    SpirituInsanum Well-Known Member Member

    Joined:
    Feb 11, 2010
    Messages:
    642
    So, so far I got most things to work, but I have a problem with the waterfall sound.

    I'm trying to make it in stereo, so depending on the position of the waterfall on screen, it plays on the left, centre or right. That part is done and working, the problem comes from the sound itself.

    I got a somewhat decent waterfall sound with a slightly modified version of S1's waterfall sound, but it sounds like it stops when the game switches to another sound (there are 5 from left to right), and that's horrible.

    Is there a way to avoid that problem?

    The sounds are simple, based on this model:


    Sound_C8_Centre_FM3:
    smpsSetvoice $00
    smpsPan panCentre, $00
    dc.b nBb6, $1

    Sound_C8_Centre_Loop00:
    dc.b smpsNoAttack, $1
    smpsContinuousLoop Sound_C8_Centre_Loop00
    smpsStop


    And the voice is the one from S1:

    Code:
    	smpsVcAlgorithm     $00
    	smpsVcFeedback      $07
    	smpsVcUnusedBits    $00
    	smpsVcDetune        $00, $00, $00, $00
    	smpsVcCoarseFreq    $0F, $0F, $0F, $0F
    	smpsVcRateScale     $00, $00, $00, $00
    	smpsVcAttackRate    $0E, $1F, $1F, $1F
    	smpsVcAmpMod        $00, $00, $00, $00
    	smpsVcDecayRate1    $00, $00, $00, $00
    	smpsVcDecayRate2    $00, $00, $00, $00
    	smpsVcDecayLevel    $01, $00, $00, $00
    	smpsVcReleaseRate   $0F, $0F, $0F, $0F
    	smpsVcTotalLevel    $00, $00, $00, $00
    
     
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