4/16/2023 0 Comments Archeage music converter![]() ![]() bars, saloons, recreation halls aboard large ships or stations. Having a jukebox like that can be implemented in all manner of social locations, a.e. Something along the lines of checking current play status, then proceed to queue a marker at the end of the song that refers to purchased song. Song/genre only starts playing after the current playing song is finished. People pop in a few credits and a song starts playing, or genre. Our questions pretty much align on this part though because if something like this is implemented, I can actually program/build an ingame jukebox. filter-specific params, such as resonance for "highpass" or "lowpass", bandwidth for "bandpass" filter types are "none", "highpass", "lowpass", "comb", "bandpass"Ĭhannel_set_filter_base_frequency(channel_num, freq, time, delay)Ĭhannel_set_filter_gain(channel_num, gain, time, delay)Ĭhannel_set_filter_param(channel_num, param_num, param_amount, time, delay) If other note was playing on this channel, it ends.Ĭhannel_set_filter_type(channel_num, type, delay) ![]() start is delayed for delay milliseonds, if delay parameter provided. ![]() 0 is left, 1 is rigth, 0.5 is centerĬhannel_set_pitch(channel_num, new_pitch, time, delay) If delay arg is provided, volume change start will start in delay milliseconds after this command called.Ĭhannel_set_pan(channel_num, new_pan, time, delay) If time arg is provided, volume will be changed gradually in time milliseonds (if not interrupted by another set_volume command). triangular and rectangular waveforms take 1 more paramenter for rateĬhannel_set_volume(channel_num, new_volume, time, delay) type is string - "noise", "sin", "tri", "square". set channel to play sound from sound memoryĬhannel_set_sound_source_osc(channel_num, type, frequency, osc_param) returns number of channels sound device hasĬhannel_set_sound_source_memory(channel_num, sample_depth, sample_rate, start, end, loop) same as set_sample, but instead of setting 1 integer value, it sets #new_value samples to values from new_value table starting at position sample_index SetNSamples(sample_depth, sample_index, new_value) same as get_sample, but instead of getting 1 integer value it returns table consisting of N values from audio memory starting from position sample_index. GetNSamples(sample_depth, sample_index, N) interpreting sound memory as array of signed integer numbers consisting of sample_depth bytes set sample_index'th integer number to new_value. Set_sample(sample_depth, sample_index, new_value) Sample_index wraps around if higher than number of integers in array On any other value get_sample returns nil interpreting sound memory as array of signed integer numbers consisting of sample_depth bytes return sample_index'th integer number from this array. returns how much integer values of size sample_depth in bytes sound memory can hold Each channel can have 1 siimple filter on it. each channel can be set to play samples from area in audio memory or use oscillator. has 8 channels (also depends on sound device tier). has sound memory consisting of, say 44100*8 bytes (number depends on sound device tier), which that can be read as integers using get_sample, set_sample. So I propose adding to the game lua-controlled "SPUs"/"sound devices"/"sound units", that will allow players to do all kinds of stuff - from simply playing sound on notification in theyr programs to implementing sound effects in the game, or even creating sound trackers and sequencers (to then create music in it). Sound can play role in interfaces, used for alarms and, of cource, playing music! Sound is important if you want players to be able to make games. In DU you can present visuals using html, svg, widgets, but when it comes to audio, things are not so bright. ![]()
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