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cvlib and play_dsound


alekmaul

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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 ?

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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) .. :-o . 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?.

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