Hi,
Is it not possible to enable more sound channels? Maybe 48 to 64+?
I am quite sure that DirectX can cope with more than 32 sound channels.
Thanks!
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Hi,
Is it not possible to enable more sound channels? Maybe 48 to 64+?
I am quite sure that DirectX can cope with more than 32 sound channels.
Thanks!
I am quite sure that it is the sound card. And why would you need so many channels!!?? I can't imagine ever wanting to use a game/program with 32+ different sounds playing at once!
The sound card would only affect performance and compatibility, not the underlying structure. If its indeed using the directx media interface for handling audio output, and directx can indeed handle more than 32 at a time, theres no reason not to increase the number.
I've got a project that currently locks channels 1-5, and occasionally sounds can misfire by filling up all 32 channels at a time, which causes some inconsistencies (the game handles a time reverse button that allows for sound effects to reverse both ways in mid-playing, which is one beastly complicated piece of coding)
32 channels was enough when MMF2 was first around, but because of MMF2s power and HWA coming out, games are starting to look and play fantastic, and now it's time for them to sound fantastic. I want my game to sound as thick, gritty and dirty as possible, which means firing as many sounds off as possible in many instances, and 32 channels just isn't quite cutting it.
I think it would truly benefit many developers if they had more sound channels to work with. If some peoples computers can't handle more than 32 channels, then maybe it's time for an upgrade?
Regards
I vote for a "set channel count" system action, since this is definitely possible! :)
+1 :)Quote:
Originally Posted by Mathias
-2
if(true){
Set Channel Count 32/64/128++;
}
Honestly, I dont see how you would need more than 32 sounds playing at one time...
The laziness of people to write a simple engine that automatically uses the next free channel.Quote:
Originally Posted by bigredron
MMF2 automatically DOES use the next free channel. When you do "play sound effect" (in a multisample program) it will push the sound effect into the next free channel automatically without asking you for one. This system actually sometimes screws up and doesn't deal with locked channels properly I've noticed.
I've got a custom engine for handling sound effects in my current application that does everything from buffering files into memory and assigning channels properly to reversing sound effects mid-play at the push of a button. But it is still *somewhat* limited by the fact that there are only 32 channels...