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Thread: Loading Sounds Externally

  1. #1
    Clicker Multimedia Fusion 2Android Export Module
    Corlen's Avatar
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    Loading Sounds Externally

    blub posted a similar question, but I didn't want to hijack his thread so here goes.

    Is it stupid to play all sound effects from external files in game with the built in sound engine in MMF2?

  2. #2
    Clickteam Clickteam
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    Why would it be 'stupid'?
    Working as fast as I can on Fusion 3

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    Clicker Multimedia Fusion 2Android Export Module
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    Is it going to lag the application a lot due to factors like hard drive read speed or MMF2 inherently lagging when a sound is played or something?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    I believe it would lag the game big time and IMO not a good idea to do,..but then again I never tried it.

  5. #5
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    No. I have all my sound effects and BGM done externally using the Sound Player + File Folder Object extensions. It's really simple. They are all parsed through the file-folder object and added into the sound player object's cache. There is no lag as far as I'm concerned when playing them.

    Start of Frame
    --> Start Browsing Folder: "sfx path" (ID:0)
    (Browse the path of wherever your sounds are located)

    On File while browsing loop
    + Lower$(Right$(getCurrentBrowsedPath$( "File-Folder object" ), 3)) = "ogg"
    --> Add Sound "" from file getCurrentBrowsedPath( "File-Folder object" )
    (This event checks if string of the file and detects if it has the "ogg" extension on it, then adds it to the sound player.)

    Then you'd use the Sound Player object like MMF2's default sound. Example;
    Start of Frame
    -->play "sample1" on channel 0

    I choose this method because I had sound clipping problems with MMF2's sound channel detection. I don't remember the exact details but I love having external sfx.

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Wow oasuke! This is great to know. Thanks for posting this. I will give this a go on my next game.

  7. #7
    Clicker Multimedia Fusion 2Android Export Module
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    OK this sounds cool but where do I get the sound player object? I don't see it anywhere.

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export ModuleUnicode Add-on
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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Wouldn't using external sounds actually be slightly faster than storing them internally in the EXE (or other final product)? I imagine they just have to be extracted, resulting in the file being external anyways. Is this correct?

  10. #10
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export ModuleUnicode Add-on
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    Nah. The sound file is extracted from the EXE directly into the RAM, from where it can be played directly whenever you need to.

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