5/6/2023 0 Comments Milkytracker snes sound effect![]() If a dev goes to the effort of making/buying in a tracker module library then chances are they used it in other games. ![]() Being a complete cowboy and copy-pasting it from the working track above did not a lot. It looks like the pattern section is blank in this so might be provided by the game, where another might not even within the same game which might well explain zoogie's findings. Reading the document though there might be some quirks I am missing here as far as base tracks and whatever else. Proceeded to poke it with a stick (which is to say increased the track length to a minute or so) but still silent, grabbed a random xm from just to test my setup and it played OK. The version number appears to be higher than the one there (both in the document and mentioned at the start) but if the text file does indeed come to us from 1994. XM files version v1.04. (the document uses decimal offsets rather than hex which is slightly annoying but still has it). ![]() That said I also tried a raw import (ADPCM worked better though was far from good) and the SWAV thing later makes me wonder if it was something else.Įventually tracked down a nice description of the format I do not have much in the way of module/tracker music players right now but all those I do also gave me a few seconds of silence. I saw the Extended Module: Milkytracker thing at the start as well so that does point towards it being some actual XM and not just a coincidence in extension choice. I’m afraid I don’t know how to do this through SDL2 & PySDL2 due to the same reason I don’t know how to use the PySDL2 python binding to add more SDL_mixer commands.I have not played much with XM stuff. If you release a version with “bitmap layers” could you also add a few more Keyboard Inputs for the python binding ie/ “SPACE”, “TAB” possidly “W,A, S,D” for people who have no Joystick or game controller pluged in? This would allow for coding “” to switch Colour Cycling on & off (like many paint programs on the Amiga) and “” (Spacebar) for Jumps or Fire and “W,A,S,D” keys for another player. ![]() However I was wondering though, how do I use other SDL_mixer commands through the PySDL2 python binding?Īlso a version of Tilengine with “bitmap-based background layers” sounds interesting. with the python binding and was pleasantly supprised that I could use a mod from MilkyTracker v1.02 for some background music. I have managed to use aiff, ogg for sound effects using. This is the library I use in the python platformer example, with a python binding called PySDL2 If you want an open source, cross-platform and cross-language, then check out SDL and its companion SDL_Mixer that supports many formats for sound and music. got a “wave” sound effect to work but can one use other formats? And can one add a sound track? If so how and in what format?Tilengine itself doesn't provide any sound capability, this is left to external libraries. (05-06-2018, 03:33 AM)PerspexSphinx Wrote: Also started playing with sound. Tilengine uses this concept with some extra modes, and the CUSTOM mode where you can provide your own blending function with Engine :: set_custom_blend_function() Very few 2D classic systems had transparency (the SNES) and they were predefined modes. MIX, MIX25, MIX50 & MIX75, why can’t one just enter any amount of MIX like MIX15 or MIX45? And why couldn’t one do that for the amount of ADD, SUB or MOD or is this done with the CUSTOM mode?The MIXxx, ADD, SUB (etc) identifiers map to a set of precalculated look-up tables (LUTs) that encode the required math and clamping in just one memory access to speed-up rendering. (05-06-2018, 03:33 AM)PerspexSphinx Wrote: I was just wondering though, why for MIX, there is just set values. It would be something like this, the blending itself is on 6th line: This method accepts a single parameter, the blending mode: In regard to blending modes, in Python you must call set_blend_mode() method on a Sprite or Layer instance, you access them in the sprites and layers lists inside the Engine instance. The Python binding has full docstrings, and you can find online reference here: It makes difficult to maintain a consistent documentation. The functionality is the same, but they use features of the target languages (classes instead of plain functions, properties, etc) that are expected by C# and Python programmers. Please note that the C# and Python bindings are NOT a direct 1:1 translation from the original C API. You told that you're using Python binding, but the documentation chapters (incomplete) are for the C API, and the syntax you're using in set_blend_mode() is an invalid mix of C and Python. I know the documentation may be incomplete and confusing sometimes. Ok = _tln.TLN_SetSpriteBlendMode(self, mode, 0)(add the last, 0 parameter to the end of the call)
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