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newcoleco

Music Loop - Splash Wave ( Outrun )

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Ok, this time I've decided to keep some restrictions : 1 - no cool effects (to keep it small in the memory "ROM" space ) , 2 - keep 1 tone channel free.

 

Well, this is the result : compiled = 2KB ( including the sound manager and a few other things to display music information ).

 

Source + ROM : splashwave_src.zip

 

MP3 File : CV_SplashWave.mp3

 

Note : Maybe this music will be appropriate in your own projects. Please credits properly if you do use this music, thanks!

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Other awesome composition! Thanks Daniel. This would go so nicely with a ColecoVision port of Outrun.

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Very nice job indeed.

 

The problem with Daniel's music for a game, is that i think they use all chanels. So , it is difficult to have sound effect + in game music.

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Very nice job indeed.

 

The problem with Daniel's music for a game, is that i think they use all chanels. So , it is difficult to have sound effect + in game music.

Answer #1 : By reading my first message here, you notice that this music keep one tone channel free, so you can add the tires sound effects n problem.

 

Answer #2 : Coleco sound routines works with priorities. By putting music at the lowest priority, sound effects can be played when you want, masking of course channels normally used for the music, which is not a problem at all, the music continue (by logic) not reset or stop while the sound effects are played. It's the same strategy used for many many games and systems when the ressources are limited, it works by priorities.

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Very nice job indeed.

 

The problem with Daniel's music for a game, is that i think they use all chanels. So , it is difficult to have sound effect + in game music.

Answer #1 : By reading my first message here, you notice that this music keep one tone channel free, so you can add the tires sound effects n problem.

 

Answer #2 : Coleco sound routines works with priorities. By putting music at the lowest priority, sound effects can be played when you want, masking of course channels normally used for the music, which is not a problem at all, the music continue (by logic) not reset or stop while the sound effects are played. It's the same strategy used for many many games and systems when the ressources are limited, it works by priorities.

 

oups , sorry, indeed i didn't read your post.. i jump directly on the music!!!

 

The music stop while sound effect are played or the music continues but in silent? I mean if the music really "pause" during the sound effect is played and then continue after it could sound strange if the sound effect is a little long.

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oups , sorry, indeed i didn't read your post.. i jump directly on the music!!!

 

The music stop while sound effect are played or the music continues but in silent?...

Answer #2 : ... is not a problem at all, the music continue (by logic) not reset or stop while the sound effects are played...

 

I suppose we have a communication problem. I've said "It's not a problem", "music continues by logic" (it means continue anyway).

 

This is how ColecoVision deals with sounds based on its bios (named OS7'). It's not the same as Marcel's sound routines.

 

In RAM there is a table starting at $7020 to help the sound manager to deal with multiple sounds. You define a second table in RAM as sound areas. These sound areas are used to store information about sounds playing and represents also their priorities. The first sound areas are low priorities, and the last sound areas are the high priorities. You usually set the first sound areas to play music (4 sound areas if you need all sound channels : noise, tone1, tone2 and tone3) and leave at least 1 more sound area to play sound effects. And to be sure to not screw up the music playing that uses bass sounds (tone#3 + noise), never use tone channel #3 to play a sound effect, use tone #1 or #2 instead. All sounds playing in these sound areas don't pause or stop unless they should end normally.

 

What you hear is the result of sounds playing logically in RAM and their priorities. You'll not hear a low priority sound that uses the same sound channel(s) as a high priority sound; but it doesn't mean that the low priority sound is stopped. Usually, a sond effect is louder than a background music, and the human ear tend to hear only on louder sounds, so the illusion is perfect if you never realized this strategy being used in videogames before.

 

I hope it's clear now! If not, well, go check ColecoVision programming documentations.

Edited by newcoleco

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