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AppGameKit Classic Chat / Sound frequency?

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Message
Zubby1970
AGK Backer
16
Years of Service
User Offline
Joined: 22nd May 2008
Playing: AGK Studio Always
Posted: 22nd Jan 2012 23:50
is it possible a sound frequency command could be put into AppGameKit, for instance if you had a small sample of a motorbike engine, I could use the same sample and loop it, but to emulate the engine getting faster or slower i would just change the frequency of the sample been played.


I hope that makes sense.

There can only be one
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 23rd Jan 2012 00:54
I would add it as a feature request on the bug report board.

LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 24th Jan 2012 00:11
http://code.google.com/p/agk/issues/list

I drink tea, and in my spare time I write software.
nz0
AGK Developer
17
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 28th Feb 2012 00:25
I'm trying to code around this problem by forming a soundfx queue, which works quite nicely (so far)
The idea is you have a startup sound, a loop at freq 1, then a stepup sound (e.g. frequency 1 to frequency 2) then a loop at freq 2 etc.

The only stumbling block for me at the moment is to know when a looped sound is at the loop point (so I can join in the next sound if the queue is due to move down).

Other than count frames (which would lead to other problems) any ideas?

bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 28th Feb 2012 09:42
Sound support in AppGameKit is really very basic.
MP3s don't even loop seamlessly.
This makes it near to impossible to do music style games.

I think after they do more 2D commands, they should concentrate on audio.

For now I am using FMOD in T2, which offers all the imaginable options, but I only got it working on iOS and Windows... can't seem to work on Android with AppGameKit

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