Its been a long while since I was involved with GBa but I know the
principals of these.
Since you said you used both soundchannels, well those 2 are both used for
stereosounds, one channel for each ear. The trick is to write software which
combines all the sounds so it can fit into one stream, wich is basically
taking the strings of sounddata and adding each variable of each soundsample
in their own seperate new string and then devide it by the number of strings
used.
Background music is usually given in the MOD form, which is taking small
soundsamples and then adapted to new tones through the program and thus
making the music, basically like midi only the samples are not govorned by
the soundchip (or samples in the program itself) but by the samples in the
MOD file.
----- Original Message -----
From: "Palamon 3" <palamon_3@...>
To: <gbadev@yahoogroups.com>
Sent: Wednesday, September 29, 2004 5:57 AM
Subject: [gbadev] Background Music and Sound effects
>
> I've been trying to learn how to incorporate music and
> sound effects into my game.
>
> I've figured out how to play Direct Sounds thanks to
> various websites and all and I've gotten it to work to
> the level that I need it to be for sound effects.
>
> I've also learned how to incorporate Sounds 1-4 using
> software and tutorials from boyscout.
>
> However I haven't had much luck playing both at the
> same time. When I do, the direct sound makes a
> crackling sound or a brief pause of silence.
>
> I've gotten two direct sounds to play at the same time
> using the two direct sound channels and as much as I
> would love to make one of those channels be just for
> background music, the background music file is just
> too big so unless there is a trick, my BG music will
> just have to be composed with boyscout.
>
> So how do you all nicely incorporate sound effects and
> background music into your projects?
>
> I don't know any assembly so I would really appreciate
> it if you all gave answers for C/C++
>
> Thanks
>
>
>
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