From: shren <sh...@io...> - 2002-07-24 13:49:01
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On Wed, 24 Jul 2002, Peter Gantner wrote: > Quoting shren from Jul 23 > > > On Tue, 23 Jul 2002 zz...@co... wrote: > > > > > Um... how exactly is the music going to be looped? Is the digital audio > > > going to be looped seamlessly? I'm thinking of writing pieces, so do I > > > need to put certain special technical considerations to mind? > > > > Any sound that can be stored in memory can loop - in DirectX, > > at least, this is easy to set up, and the default behavior if > > I recall correctly. (Thats why short sounds sometimes skip if > > your system is running slow - the system lag keeps the buffer > > from being updated, so it plays the same buffer a couple times.) > > Longer tracks that can't all be stored in contiguious memory > > get stored by the system in virtual memory. If you have a track > > that you want to play whose size is a significant piece of your > > computer's memory, you're probably going to have trouble, so > > check the target system specs for the project, if there are > > any. I know of no 'size rule of thumb', but tracks bigger > > than 10% of the system memory should probably raise a warning > > flag in your head. (I didn't work much with looping large > > files, though, so take that with a big shaker of salt.) > > > > The big trick is to minimilize length without making the > > track sound repetitive - this is why "atmospheric" tracks > > are common. > > > > This is all from my direct x programming experience, I'm not > > a project developer. > > well, 2dclient by now uses .it tracks. .it is for Impulse Tracker, an > offspring of .mod, a system for making music originally availabe > for Amiga systems (and an offspring of C64 .SID but I digress). > Now the great thing about MODs is that they are small if compared to > wav/mp3/ogg files generated from them. > Any sound (instrument) played in the piece is stored only once in the > file and then repeated by the player as needed. > You can think of them as MIDI files with a built-in soundfont. > > So memory will not be _that much_ of a problem (again, compared to > using mp3/ogg like most games). > IMO, MOD and its offspring are the smartest file-format for music > ever, and we should use it exclusively for Arianne music. > > But the quality of the sound output depends _a lot_ on the player > used, and its ability to make loops and reverb (and .it-specific > effects) sound good. > On UNIX, mikmod and libmikmod deliver good results AFAIK, I dont know > which DLLs on Windowses would do the trick. Ah. Ignore everything I've said, then. Using something MIDI like (which I know nothing about) cuts memory usage down to comparitavely nothing. It probably does change the way you have to make the music. -- <a href="http://www.shren.net/.nail.html"> The client needs a tool built. He sends you a description of a nail... </a> |