alekmaul Posted November 24, 2014 Share Posted November 24, 2014 For bagman, i'm using digitilized sounds for bagman speechs. It works well and it is nice But, I need, as explain in Daniel's coleco documentation, to disable nmi for such sound playing. disable_nmi(); play_dsound(plrkilled,18); enable_nmi(); Doing that stops all other actions in game during all sound speech. Is there a way to use digit sounds without disabling nmi ? Quote Link to comment Share on other sites More sharing options...
youki Posted November 24, 2014 Share Posted November 24, 2014 It is very tricky. If you play dsound without disabling nmi, your sound will be cut 60 times per seconds...and the result it not very audible... Playing the Dsound is very cpu consuming you can not really do something else. you have just a poor Z80. Could work if you have sound with a duration of less then 0.02 secondes (for 50hz) .. . I don't know if you can cut the bagman sounds in phonems of less than 0.02 (or 0.016 for 60hz) second.. but i doubt. Few years ago , i made some tests to play Dsound while doing other things. The only acceptable result was when i disabled the nmi , and make all my game without it. And add instruction to play short part of the dsound after each other instructions. The result was acceptable for Digital robotic voice where you don't really mind what it says! and there was too much constraint for a great game. and surely not suitable for Bagman I don't know if the SGM with its PSG could help here?. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 25, 2014 Share Posted November 25, 2014 No, it cannot help. On msx with the sole psg it is very hard to code something interactive and play samples. You should be so clever and skilled to do a main loop with fixed lenght in cpu cycles equal (under any branch condition) to your Pcm sampling rate and play one sample per loop Quote Link to comment Share on other sites More sharing options...
alekmaul Posted November 25, 2014 Author Share Posted November 25, 2014 I also tested to play digit sound in nmi routine, same freeze during sound playing. I'm using Daniel wav2cvds tool to do sample conversion, I tihink it is ok with sample rate (the wav base file is 8khz, 8bits, mono). Quote Link to comment Share on other sites More sharing options...
+nanochess Posted November 26, 2014 Share Posted November 26, 2014 No way to play real time digitized samples while game is playing in Colecovision or MSX, because it would be needed an interrupt of a minimum of 4000 times per second and the only one available is of 50/60hz. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 29, 2014 Share Posted November 29, 2014 On msx you need scc at least Quote Link to comment Share on other sites More sharing options...
artrag Posted November 29, 2014 Share Posted November 29, 2014 try this rom on msx1 using SCC mapper https://sites.google.com/site/testmsx/Home/Intruder_SCC.rom?attredirects=0&d=1 Quote Link to comment Share on other sites More sharing options...
youki Posted November 29, 2014 Share Posted November 29, 2014 It would have been very interresting to put the SCC in the SGM. Quote Link to comment Share on other sites More sharing options...
artrag Posted November 29, 2014 Share Posted November 29, 2014 There exists an scc+ implementation on fpga embedded in megaflashrom and other modern msx extensions Quote Link to comment Share on other sites More sharing options...
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