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Thread: MCI possibilities

  1. #11
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    Re: MCI possibilities

    That might have been enough assuming you only wanted one oscillator playing at the time. One is not really much. I find the channel limit of MMF2 suffocating. It's not sufficient for anything even remotely experimental. The ideal would be to have no limit. Being able to add as many channels as you wish with the cpu being the only limit.

    So then I am assuming there isn't really anything that can be done huh? I really wish clickteam would consider freeing the channel limit in a future update.

  2. #12
    Clicker Fusion 2.5 Developer

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    Re: MCI possibilities

    You're going to have to explain exactly what you're trying to do.
    If you're writing to a binary file, the number of oscillators has absolutely nothing to do with the number of channels.
    The chances are, the 32-channel limit is because MMF2 is relying on some other library with a 32-channel limit (because 32 is more than enough for anyone)

  3. #13
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    Re: MCI possibilities

    I want to have custom, basic synths in games. I want to be able to have (simultaneously) say 20 sources of sound in a game, each producing it's own sound, each with a minimum 32-note polyphony. The idea is to produce sound effects in a more organic way. Ultimately I want to experiment and 32 channels to cover polyphony plus multiple synths simultaneously is simply not nearly enough by a long shot. Can you really not see that?

  4. #14
    Clicker Fusion 2.5 Developer

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    Re: MCI possibilities

    No, I cannot see that. 32 samples playing simultaneously is a lot.
    And anyway, synthesizing the sounds in realtime, while also running the game-related events is not even remotely viable - forget about it.

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