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oziphantom
Registered: Oct 2014 Posts: 490 |
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? |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
you could use the "sync" command(s) for this |
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oziphantom
Registered: Oct 2014 Posts: 490 |
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? |
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cadaver
Registered: Feb 2002 Posts: 1160 |
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) |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
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 |