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Sound engine demo


when do I need it

Postby Conan » Aug 6, 2002 @ 5:28pm

I'm not in a hurry re sound/music. I'm just finishing lining up an artist to do my meshes & begin coding proper in September so it will be quite a few months before I get serious on sound.

What I decided to do was convert my game Space Treker to C++ using PocketFrog into which I have merged the 3D from PocketGL as a learning exercise before my next title which is in the design stage.

I don't want to change sound systems between games so it's important that I settle on one with some longevity
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Postby Rhino123 » Aug 6, 2002 @ 9:33pm

hi,

I'll post a followup later on the progress of the soundsystem and what its actual use is going to be.

R

p.s. just checked your game and it looks really impressive! :)
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Sound System

Postby Conan » Aug 7, 2002 @ 10:13am

Many thanks, my guess is that the sound system will be for Overloaded only but I will wait & see. I am trying FMod out at the moment

( re: Space Treker it was written in 1999 in PocketC so I was fighting performance issues all the way & it was coded/compiled on an HP360lx so it's one of very few games which were developed on the road, train actually.)
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Postby Phantom » Aug 7, 2002 @ 1:57pm

Of topic: Conan, what does 'Treker' mean? To be honest I thought it was a typo. :)
Give me some good data and
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Postby refractor » Aug 7, 2002 @ 2:23pm

I'd presumed it was a deliberate misspelling of "trekker":

http://www.dictionary.com/search?q=trekker
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Postby Phantom » Aug 7, 2002 @ 2:48pm

Hm, so I was not entirely stupid. Not in this area, I mean. ;)
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What's in a name

Postby Conan » Aug 7, 2002 @ 3:00pm

Space Treker has it's genesis in some very old 'Star Trek' games into which I added a little bit of the flavour of 'Elite'. I wanted to incorporate the 'Trek' word into the title & ended up with Treker. Once published I started getting these spelling related e-mails telling me it should be Trekker but I don't care:)

An eventual aim of mine is to do a proper Star Trek title but I need some credentials before I contact Paramount so I will wait several years to see if I can make some good games. Being an old style programmer it's taken me ages to get up to speed
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Sound engine demo

Postby SiERRA » Aug 20, 2002 @ 6:46pm

Rhino123 wrote:Overloaded Music Player Tech Demo

download link:
http://overloaded.pocketmatrix.com/Overloaded%20Music%20Player.exe


It looks pretty impresive! =) I will be a big addon with plenty of features to use for musicians ... neway, will be XM support in final version? I already did the music for the game in XM and i don't want to make it again with another "extrange" editing tool ...


Cheers,
SiERRA

pd: Is there a W32 Version of the tech demo? =)
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Postby Lewil » Jan 10, 2003 @ 3:09pm

i missed mimidi
may be u did too => somewhere here (the hom url is unreadable for me but download is ok and software is in english, low cpu needs, works rather well !)
http://ppcf.mklabs.com/index.php?sortby=rating&cat=10
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Update?

Postby bir » Mar 26, 2003 @ 5:23pm

Any kind of word on the status of this system? Any decisions made on its future?
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Postby groovyone » Nov 1, 2003 @ 3:39pm

Just had a quick look at Syntrax editor. Good concept and has some good potential, but alas for someone who services multiple clients with music this system is too slow to compose on.

Usually it will take me about 3-6 hours to write 2-3 minute XM track for a game (complex). Due to syntrax being a mouse driven editor it would take too long to get anything decent created to make it worth while. I do like the use of a pattern sequencer per part. This is great OO use in music (some re-usability). I think SID Tracker did something like this on the C64.

I found that when you make timing mistakes in Syntrax you have to basically re-write the pattern from then on everything (including all the FX and volume, Slides). Doesn't help you can't hear the background playing while playing a pattern to hear if your notes are in the correct slots.

Perhaps if there was and editor for Windows which could import midi, or more like a tracker interface instead of the tedious mouse driven editor, it would be more viable option for composing game sound tracks.
Yannis Brown
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