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Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Thu Feb 22, 2024 9:38 pm
by ahenry3068
Johan Kårlin wrote: ↑Thu Feb 22, 2024 9:33 pm
Yep, that's it. Now it works. I suck at this, but I am learning : ). I totally missed there were two different formats. I see it now in the documentation too. I really appreciate your help.
At least, I think I get how sample rate works. A lower sample rate means lower quality and less size and vice versa. What rate do you use? Maybe I can go lower than 11025? I just chose it because it was the lowest option Audacity suggested.
Oh, it just struck me, I am hijacking this thread. Sorry! This will be my last question about this.
Mostly I'm using 8 bit mono 11025. I usually try 8000 just to see how it sounds but 11025 is usually the cutoff for me. I've even done a few that I had to do 22050. Now mono vs stereo. Stereo ZCM's are supported, but that "DOUBLES" your file size (and load time) for a given bit rate and duration.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Thu Feb 22, 2024 10:07 pm
by Johan Kårlin
Ok, I will test for each sound and se how low I can go. We’re lucky to have those extra 512 Kb.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Thu Feb 22, 2024 10:15 pm
by ahenry3068
Johan Kårlin wrote: ↑Thu Feb 22, 2024 10:07 pm
Ok, I will test for each sound and se how low I can go. We’re lucky to have those extra 512 Kb.
I had to play some tricks in HANGMAN to make sure it worked with those extra 512kb's only. I wish I could have counted on the installed base being 2mb extra. But I did the tricks. One trick. Pausing a ZSM Play. DON'T CALL REWIND OR CLOSE JUST PAUSE IT. Then I load a ZCM in the SAME RAM Bank. I play the ZCM and wait for it to finish. Once the ZCM is finished I reload the ZSM back where it was, then I start play back exactly where it was, before pause.
I have 4 sounds "permanently" loaded during Hangman. Key Click, Boing, and the Fireworks sounds for my Big Win Animation. Everything else is loaded on Demand starting at RAM Bank 2. I'm using the top 10 banks for the permanent sounds. The Bank Below that as a communications buffer between chained programs and a Image Buffer for "blitting". That leaves right at 400kb file limit for my load on Demand sounds on a 512kb system.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Fri Feb 23, 2024 5:06 am
by mortarm
ahenry3068 wrote: ↑Thu Feb 22, 2024 8:55 pm
...you are conflating...
I'm pretty sure that's not a word.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Fri Feb 23, 2024 7:14 am
by TomXP411
mortarm wrote: ↑Fri Feb 23, 2024 5:06 am
ahenry3068 wrote: ↑Thu Feb 22, 2024 8:55 pm
...you are conflating...
I'm pretty sure that's not a word.
Maybe check your dictionary, because not only is it a word, but it has a pretty specific technical definition in the world of psychology.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Fri Feb 23, 2024 9:45 am
by Johan Kårlin
mortarm wrote: ↑Fri Feb 23, 2024 5:06 am
ahenry3068 wrote: ↑Thu Feb 22, 2024 8:55 pm
...you are conflating...
I'm pretty sure that's not a word.
I thought it meant failing to discern between to separate things. But what do I know, English is my second language.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Fri Feb 23, 2024 9:52 am
by Johan Kårlin
ahenry3068 wrote: ↑Thu Feb 22, 2024 10:15 pm
I had to play some tricks in HANGMAN to make sure it worked with those extra 512kb's only. I wish I could have counted on the installed base being 2mb extra. But I did the tricks. One trick. Pausing a ZSM Play. DON'T CALL REWIND OR CLOSE JUST PAUSE IT. Then I load a ZCM in the SAME RAM Bank. I play the ZCM and wait for it to finish. Once the ZCM is finished I reload the ZSM back where it was, then I start play back exactly where it was, before pause.
I will see what I can do. Great tip! My two seconds test beep took 22 Kb, that is 3 banks already … Until now I have only used homebrewed sound effects which mean short sequences where I vary the PSG registers. Those effects only take like 30 bytes. It works quite well for shots, explosions and engine sounds, but that is just about it.
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Fri Feb 23, 2024 11:43 am
by ahenry3068
Johan Kårlin wrote: ↑Fri Feb 23, 2024 9:45 am
mortarm wrote: ↑Fri Feb 23, 2024 5:06 am
ahenry3068 wrote: ↑Thu Feb 22, 2024 8:55 pm
...you are conflating...
I'm pretty sure that's not a word.
I thought it meant failing to discern between to separate things. But what do I know, English is my second language.
About 17,000,000 results (0.38 seconds)
conflating
OverviewUsage examplesSimilar and opposite wordsPronunciation
: to combine (things, such as two versions of a text) into a composite whole.3 days ago
Conflate Definition & Meaning - Merriam-Webster
Merriam-Webster
https://www.merriam-webster.com › dictionary › conflate
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Fri Feb 23, 2024 3:15 pm
by mwiedmann
Awesome discussion about game sounds, but maybe move it to a different thread or discord channel (there are some good ones around sound and even a ZSMKit thread). I don't want any questions or bug posts related to my game to get lost in the chatter. Good topic of conversation though!
Re: Warlock's Dungeon (Alpha V2.1 - Player 2 is Ready!) - A Gauntlet-like for the CX16
Posted: Mon Feb 26, 2024 4:42 pm
by mortarm
TomXP411 wrote: ↑Fri Feb 23, 2024 7:14 am
Maybe check your dictionary, because not only is it a word, but it has a pretty specific technical definition in the world of psychology.
I stand corrected. A definite case not looking before I leaped. In the context of the post, I thought you meant to say, "confusing". Well, now I know, and knowing is half the battle.