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Forums > C64 Coding > Goattracker Making Channels Single Shot and detecting they have finished
2018-08-02 15:37
oziphantom

Registered: Oct 2014
Posts: 478
Goattracker Making Channels Single Shot and detecting they have finished

So basically I have a GoatTracker SID, and I need to be able to play Sound effects on the Channel I choose however the SFX system can't hack it.
To solve this I have it so I can now play any "channel" from and Song on any voice I want.

The hard part is making them stop ( without stopping something else that may be playing on another voice) and then detecting that they have reached the end.
If I can catch them at the end, then I can probably just make the voice play a "silent" "channel".

Anybody know how I can detect such a thing?
2018-08-02 15:59
chatGPZ

Registered: Dec 2001
Posts: 11108
you could use the "sync" command(s) for this
2018-08-02 17:05
oziphantom

Registered: Oct 2014
Posts: 478
I can't find any reference to them in the readme.txt nor the built in help.
There is
Quote:
Also enables timing mark
support. A timing mark is a mastervolume command (DXY) with parameter $10-$FF.
This parameter will be copied into startaddress+$3F when the command is
encountered in playback.
which we already use however that seems to be per song not per channel. Is the sync documented anywhere?
2018-08-02 18:40
cadaver

Registered: Feb 2002
Posts: 1153
There is no per-channel sync command, just the timing mark. GT2 doesn't officially support what you're doing, so you just need to examine the song / pattern position variables in the playroutine. Or actually modify the player source to support what you're doing. With that you'll have to contend with the esoteric assembler format (from Exomizer)
2018-08-02 18:40
chatGPZ

Registered: Dec 2001
Posts: 11108
thats the one i ment...

per channel - perhaps create an empty instrument and select that. then watch the current instrument in the players variable section, that should be per channel
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