0 Members and 7 Guests are viewing this topic.
Yeah, sound's been on calcs for quite a while. You need a 2.5 mm headphone, but you gotta find the right one. I don't know where to find ones that will work, though.
You actually can have multi-channeled sound right now using the "Port" command to get similar quality to quadplayer. There is no way you'd be able to have much of a game going on in the background though, but if you're just doing this for the audio itself, it sure is possible, just a little tricky.
Somebody made a "Guitar Hero" type game a while back (with, if I remember correctly, 2-bit sound), so it's not out of the question to do sound and other stuff at the same time. It's not easy, but it can be done.For many games, it might be acceptable to freeze the action for a few tenths of a second (or display some simple animation while playing a sound effect.) And with programmable timer interrupts on the SE, you could play simple sound effects in the "background", fairly effectively. You'd just have to be careful to base your frame rate on a separate, consistent time source (e.g., the port 3 timers or one of the other programmable timers.)
Jim e wrote a program called "Real Sound" that packs a sound file into a Flash app. The app will, of course, be huge for a song of any length, but it does work pretty well.(I think it's one of those programs that relies on the extra RAM, so it won't work on recently-manufactured 84+es.)
Midi([INSTRUMENT NO],[FREQUENCY])
HoMM: [==--------] Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :PtiDE: [----------] Explored and understood the main part of the code: just started writing a Tokenizer.