Captain Spazer Posted December 19, 2016 Share Posted December 19, 2016 (edited) I'm not afraid to admit that sound is not my speciality, infact I find it hard to deal with adding sound elements to a game sometimes. Anyway, I'm having an issue I can't resolve on my own. The idea is that when the joy0fire button is pressed there would be short bleep sound, but it never ends, what did I do wrong? if !joy0fire then _Bit1_FireB_Restrainer{1} = 0 : goto __Skip_Fire if _Bit1_FireB_Restrainer{1} then goto __Skip_Fire _Bit1_FireB_Restrainer{1} = 1 _Bit0_Player0_Sword{0} = 0 if joy0fire then _Bit0_Player0_Sword{0} = 1 if _Bit0_Player0_Sword{0} && q=0 then player0x=player0x+1 : a=a+1 : player1x=player1x+1 : m=1 __Skip_Fire if !joy1fire then _Bit3_FireB1_Restrainer{1} = 0 : goto __Skip_Fire2 if _Bit3_FireB1_Restrainer{1} then goto __Skip_Fire2 _Bit3_FireB1_Restrainer{1} = 1 _Bit2_Player1_Sword{0} = 0 if joy1fire then _Bit2_Player1_Sword{0} = 1 if _Bit2_Player1_Sword{0} && z=0 then player0x=player0x-1 : b=b+1 : player1x=player1x-1 : n=1 __Skip_Fire2 if m>0 then o=o+1 if n>0 then o=o+1 if o>0 && o<30 then AUDV1 = 10 : AUDC1 = 12 : AUDF1 = 12 if o=0 then AUDV1=0 if o=30 then AUDV1=0 if o=30 then o=0 ; m=0 Edited December 19, 2016 by Captain Spazer Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted December 19, 2016 Share Posted December 19, 2016 have you tried my sound effect driver? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 20, 2016 Share Posted December 20, 2016 The last line of the code seems wrong. if o=30 then o=0 ; m=0 Perhaps if you changed the semicolon to a colon? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted December 20, 2016 Share Posted December 20, 2016 Sound has become pretty simple with my technique here:The smallest sound system I've come up with is something like this: I use two variables "sounda" and "soundb". The length of time a sound is played is represented by the current value of the variable. The sound changes with the variable value as well so longer playing sounds will be different from shorter ones. If a sound is decremented down to zero I kill the volume. main if sounda > 0 then sounda = sounda - 1 : AUDC0 = 8 : AUDV0 = 4 : AUDF0 = sounda else AUDV0 = 0 if soundb > 0 then soundb = soundb - 1 : AUDC1 = 2 : AUDV1 = 4 : AUDF1 = soundb else AUDV1 = 0 The only thing that takes times is experimenting with AUDCx, AUDFx and duration values. UPDATE: I just realized I keep posting this code snippet with no response. So, I made a more demonstrative topic here: http://atariage.com/forums/topic/260179-very-simple-sound-engine-with-example/ Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted December 25, 2016 Author Share Posted December 25, 2016 Thanks guys, you where an enormous help, I got it working =) Quote Link to comment Share on other sites More sharing options...
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