Author Topic: Why isn't music in calc games the standard yet?  (Read 19115 times)

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Offline cooliojazz

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Re: Why isn't music in calc games the standard yet?
« Reply #30 on: March 15, 2010, 10:06:48 pm »
lol i love that program. :P   I tried to look at the source to figure out how it makes the sound though, but i exploded, because non-uber-basic-asm + cooliojazz = explosion :P
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Offline DJ Omnimaga

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Re: Why isn't music in calc games the standard yet?
« Reply #31 on: March 15, 2010, 10:16:01 pm »
Yeah it seems typical with ASM sound to be very hard to edit. Even Omnicalc music is hard to edit unless you use an editor. I think there's an actual Omnicalc music editor somewhere, but I forgot the name.

Apparently SNES ROM hacking music editing is the same way too x.x

Offline Builderboy

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Re: Why isn't music in calc games the standard yet?
« Reply #32 on: March 15, 2010, 10:18:09 pm »
I think a while back i played around with Omnicalc and got a calc 'keyboard' going, but it didn't work very well :P Lagged a lot.  SOund is more of a novelty to me and i don't expect to ever use it or implement it.

Offline DJ Omnimaga

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Re: Why isn't music in calc games the standard yet?
« Reply #33 on: March 15, 2010, 10:33:39 pm »
One thing that might be doable but be ridiculously huge is some primitive version of Dance Ejay 1. You would have to convert wav files to this format:

http://www.ticalc.org/archives/files/fileinfo/176/17685.html

Basically, the music creator would let you paste small sequences of pre-made melodies, but since two cannot be played at once, every possible combinations of melodies, string leads, drum loops and bass lines would have to be recorded and saved as individual wav files, and to be played, the song would need to look through a list of each music file IDs to be played or something like that, depending of which combination of music riffs were specified in that song bar, then play the appropriate file with Asm(. The issue with this is that a 3-4 second wav file in this format is 22 KB, and if I calculated correctly, if for example you had 16 possible melodies/riffs, it would mean 64 possible combinations, assuming you have 4 riff channels, meaning that so few useable melodies would make the program total size jump to over 1 MB in size.

Just the size would throw people away.

Offline cooliojazz

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Re: Why isn't music in calc games the standard yet?
« Reply #34 on: March 15, 2010, 11:03:03 pm »
@DJ Actually, the sound files weren't too hard too make, I made a few of those, its just the source which i didn't get :P  Also i like that ^^ idea :)
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Offline ztrumpet

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Re: Why isn't music in calc games the standard yet?
« Reply #35 on: March 16, 2010, 04:39:21 pm »
On the previous page, I didn't think meishe was being rude, he was just proving a point. :)

DJ, that would be really cool!  Of course, you already pointed out the size issue... =\