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Forums > C64 Coding > SFX Engine for Games
2014-04-28 12:43
Peabrain
Account closed

Registered: Feb 2003
Posts: 24
SFX Engine for Games

Hello,

my game is at the point of having music, but no sfx.
and now i want to add it. but how?
in took a sid from the hvsc and i play it in my irq.
but how did i do sfx? i only want to play sfx or music.
not both. so, is there an engine or something like that?

thanks and best regards,
peabrain/faque
2014-04-28 16:09
6R6

Registered: Feb 2002
Posts: 245
I released my Sound effects editor some years ago. (http://home.eunet.no/~ggallefo/tools/sfx50.zip)
Here's an example on what sound effects you can create: Wizard of Wor Tournament SFX
You compile the player source and sfx source with native Turbo Assembler. (both can easily be converted to pc and 64tass).

Or you can use Monase from Maniacs of noise ( Maniacs of Noise Soundeffects Editor V1.0 +F ).
2014-04-29 06:32
LHS

Registered: Dec 2002
Posts: 66
GOAT tracker includes the sound support too.

http://csdb.dk/forums/?roomid=11&topicid=71345[/url]
2014-04-29 10:20
cadaver

Registered: Feb 2002
Posts: 1160
I don't recommend the GoatTracker player if you're not making music with it also, and don't need the sounds to interrupt the music. Otherwise you're paying for large unnecessary overhead (the player is typically 1KB) and the sound effect feature is actually quite primitive.
2014-04-29 12:41
Oswald

Registered: Apr 2002
Posts: 5094
best bet is to find a coder-musician to help you. even doing sfx in an sfx editor will be hard for the unexperienced. and if you're only going for sfx it would be a nice feature utilising all 3 channels with a clever strategy, so overlapping sounds would be possible.
2014-04-29 13:21
Mr. SID

Registered: Jan 2003
Posts: 424
Conrad has released the SFX engine used in Prince of Persia:

http://codebase64.org/doku.php?id=base:sound_fx_routine
2014-04-29 17:45
Stone

Registered: Oct 2006
Posts: 172
Depending on what tune & player you are using, having sfx with music can be really easy. Many players have a little table with SID voice offsets ($00, $07, $0e) to allow the same code control all voices. If you want to "take over" one or more of the voices, just change that offset to $19, which will cause the player to write to a register with no effect, thus allowing you to run your sfx player without interference from the music player. When the sound effect in question has finished playing, restore the original offset value and the tune will continue. If the tune uses filters, it gets a little more complicated.
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