yes of courseCunningFellow wrote:If I make a small hex file that can play all the instruments from Minds Eye (cymbals, drums, etc) one by one, can you guys listen to them and tell me if my new noise channel sounds like the 15 bit LFSR ?
It seems like we have run full circle here. I am not in a position to analyze trade offs of this or that, since really only you know what can be done with all the optimizations, options, and tricks you found. But at a basic level this solution would go back to the need of a priority system. If only dumb PCM(can't use it for an extra wave), then we lose the depth of the 2 part effects. Now, so far we haven't heard them really well in game, but once that is sorted out, I really believe it is worth it. The sound effects test at least so far shows what they will sound like, and to me are better than any game I ever released. I'd be quite happy with 2 dedicated waves, and some ability to reproduce the explosion sounds. The explosions could get cut off sometimes and it would be fine. Tempest 2000 on Jaguar cuts off effects so much it is almost ridiculous, still good sound overall.CunningFellow wrote:And then have
1 Wave
1 noise
Just for SFX then everything can be done no collision.
Now the original Tempest arcade game I did analyze the effects and they are using a lot of noise likes. I did briefly play around and theorize to mimic those but I was just spinning my wheels . I never found an efficient process for making noise effects and only have enough "feel" to produce the couple I ever needed to. To me they were, meh..ok. If I was more confident I would say just do 1 wave and make some new supporting noise secondary depth parts of it. But I'm honestly a bit scared to promise that and end up with something well below the quality/epicness of the rest of the game. I will think on it though. People like it and so do I, so I wont repeat my cold blooded cost/benefit analysis on "PLAY" I am assuming there is really no flash to PCM explosions?