3/11/2023 0 Comments Milkytracker snes sound effect![]() ![]() So it's definitely possible to go beyond what people usually expect from this machine. This would be really cool for someone to look into, I haven't seen a lot of writing on this subject, and as Espozo already pointed out, David Wise really knew how to make the SNES soundchip purr, like almost no other. Also, although it sounds like shit, the SFC port of Undercover Cops blows my mind for having so many sound samples that need to be played at the same time even if they are terrible. I'm assuming the disparity in instrument quality in songs has more to do with space than how the instruments themselves sound, unless there are some instruments that aren't as impacted by lower sample rates or Gaussian filtering. Ironically, if you listen to Rendering Ranger R2, the guitar sounds sound almost exactly like the ones from the Roland SC55 while some of the others are shit-tier (Stage 2's music will make your ears bleed). It's really dependent on what instruments are being used for each song, as while I love both Nuts and Bolts and Big Boss Blues, the guitar sound samples are of noticeably less quality than the rest for whatever reason. The Donkey Kong Country games all sound very good for the most part, but a few songs like Gangplank Galleon, Bayou Boogie, and Rockface Rumble sound nearly CD quality. 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've already said that I think the Genesis for the most part sounds better (I'll take the tinnier noise over the ultra muffled fare of the SNES) but there are a few games that actually manage to sound very clear and have me wondering how they could have fit all the sound data into the puny 64KB of audio ram. 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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