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Saturday, April 26th, 2014 09:45 pm
[Cross-posted from the Vision Riders Blog]

After completing Another Star, I thought about expanding my fake "emulator" engine that the game ran on, and doing another project. I'd like to add some of the features that Another Star is missing, such as actual palette swapping for example.

Another thing I thought about adding was real-time sound. In Another Star, all the music and sound effects are prerendered and then played back, but this past week I toyed around with programming a six-channel FM synthesizer from scratch. Thus, not only graphics, but audio would also be emulated. Behold!

(The screenshot is a test mockup, although it belongs to the same game idea/project.)

The programming is not particularly efficient at the moment. If you listen closely, you can hear the tempo wobble from time to time as my computer struggles to render just five of the six audio channels. Still, I thought it was quite an accomplishment, reading countless articles online about how sound and FM synthesis works, and then applying it to an actual, working program over the course of a week. I honestly didn't understand much about sound waves work until now.

That said, I'm not sure if there's much use for it. The only real appeal is that it's rendering audio in real time. There's not really any reason not to use audio files for music and sound effects in games. So, in the end, this week was probably nothing more than a waste of time.
Sunday, April 27th, 2014 04:25 pm (UTC)
Still! Knowing that something like this can be done might be handy for future builds and / or other projects. :-) Every experiment generates useful data, right?
Sunday, April 27th, 2014 07:33 pm (UTC)
Don't people go through a whole bunch of prototypes that are later discarded while they're in the process of making and refining their stuff? The knowledge you've gained from the experiment may prove fruitful down the line. Couldn't tell you how, of course, but my point remains. :P

Cool tune, by the way. Very old school. :)