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Thread: Volume, Pan, Frequency and Voice Allocation handling system

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
    Nifflas's Avatar
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    Volume, Pan, Frequency and Voice Allocation handling system

    In every game, I've been fighting how to make complex sound operations, and not make them conflict. You know, imagine the scenario that you need to globally slow down the frequency of every sound by 50% - but you already have a lot of things affecting the frequency of various samples. Or, let's say you need a bomb to explode which is so loud that it "eats up" all the other sounds, then they slowly fade back - while not having that mess up all your other volume settings in your game.

    This is the solution I finally came up with. When you need to play a sound, create a "sound emitter" object and configure all its settings. If you allocate a range of channels it'll play on, it'll pick a free channel, or if none is free, it'll pick the one that last began playing a new sound.

    Now, let's say you've decided to put all your sound effects on channel 5-15, and you want to set the frequencies of all those channels to half. That's where the modifiers come in. Clone one of the modifier objects, or even create a new one at runtime. Set the range to 5-15 and set the frequency multiplier to 50% and the rest happens automatically!

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
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    I forgot to say... There are two limitations to this system.

    1: I based it on Alterable Values. So, you only have 26 channels.
    2: You can not actually modify individual sounds while they're playing. You can only modify what happens on ranges of channels. There's no problem having several modifiers affecting the same range, and a range can also be a single channel. This is a channel-based system, so the game needs to be planned out accordingly. The only safe operation outside using emitters and modifiers is that you can stop a sample or a channel.

  3. #3
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    This is amazing! Great work.
    _____________________________________________
    Nivram's Examples -Need extensions? Send me a PM.-


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    Clickteam Clickteam
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    As Stephen said, Amazing!!!

    I take my hat off!!!
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleUnicode Add-on
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    I´m used to a very high quality if Nifflas is producing something. But is is making me really happy. I mean really, really happy. i tried to create a dynamic sound system for Pitir - yea... it was kinda dynamic in the end... BUT this file is just fantastic. Very interesting possibilities! Thank you!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Nifflas have you tried OpenAL object done by Looki for me?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
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    Sorry, it's just not what I need for the time being. I mean, it's a cool extension and everything, but this makes more sense with the game I'm currently working on.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
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    Here's version 3. Version 2 had a problem with whenever channels were stolen from continuous emitters, because the continuous emitter would be kept but affect the new sound.

    The best fix was to make continuous emitters uninterruptible. The alternative solution would be to make continuous emitters automatically removed when their channel was stolen, but I thought that would not give enough control to the user.

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    Download version 3.1

    In this version, a continuous emitter is automatically removed when its linked sound has stopped playing.

  10. #10
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    Quote Originally Posted by Nifflas View Post
    Download version 3.1

    In this version, a continuous emitter is automatically removed when its linked sound has stopped playing.
    I get a 404 error, page not found.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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