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Thread: Problem with MMF's module playback.

  1. #31
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: Problem with MMF's module playback.

    really? seems fine to me in 1.5, and I have a crappy soundmax built-in sound card :P

  2. #32
    Clicker Fusion 2.5 DeveloperSWF Export Module
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    Re: Problem with MMF's module playback.

    Why can't Clickteam include this in the next build? Surely it's not THAT big of a job...

  3. #33
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    Re: Problem with MMF's module playback.

    someone should just write a simple mikmod-based module extension. i'm not even concerned about playing across frames since you can get around that with a sub-app or whatever. I'd just like to be able to play songs at a reasonable volume without crashing.

  4. #34
    Clicker The Games Factory 2
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    Another thing I have an issue with is that the mod files won't loop properly. Instead of wrapping the last segment of sounds from the last line in the song, to play in the beginning, it insists of playing the song to the very end and then loop it back.

    That's not the only thing: CTF / MMF ignores Bxx commands which jumps to a specific pattern in the song, preventing this behavior from happening in any real tracker program such as in MilkyTracker. This lack of professionalism causes many game developers to look elsewhere for music playback.

    Take the game Pinball Fantasy for instance. Each table had their own mod file with all samples for the pinball table, it also had separately looping segments or songs such as:

    * Attract mode
    * Waiting for shot
    * Main loop
    * Tilt

    and so on. They just loaded that one mod file, played the samples from that file when something happened at the 4th channel that was designated as the official sound effects channel. What we need is audio events like these:

    if tilt then
    save current pattern in variable X
    play pattern 15 in module mysong.xm

    pattern 15 finished playing
    play pattern stored in variable X

    when character jumps
    play sample 15 in module mysong.xm on channel 20 at note C#4

    These are just the basics, but there can be more such as:

    on frame exit
    fade module mysong.xm from 100% to 0 in 5 seconds

    on frame start
    set volume of module mysong.xm to 200%

  5. #35
    Clicker The Games Factory 2
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    Sorry for doing some severe necroposting, but these bugs needs to be sorted out.

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