Author Topic: AGI Sound Script Utils Released  (Read 7221 times)

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Offline Nick Sonneveld

AGI Sound Script Utils Released
« on: February 23, 2002, 09:58:02 PM »
Hi,

Ok, finally made available the tools necessary to compiler/decompile agi sounds/scripts.  It's also the very small beginning for an AGI Developer site.

http://www.agidev.com/dl.html

Description from the readme:
Quote
These two tools are used to decompile agi sound objects into user-editable scripts and then recompiled again.  Handy to have if you want to edit an agi sound file, but don't want to fiddle around with hex editors.  You can also increase, decrease the length of songs, add a silence at the end.. whatever you want really.

The hope, later on, is for converters to just output a script file and it will be later on compiled to the agi format.  Saves the hassle of the converter actually writing an agi file.


Source *IS* available.. for free.  I would like binaries for other operating systems.

- Nick


Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #1 on: February 23, 2002, 11:18:32 PM »
Well I guess it is time to test it out. Lets see if I can make some songs.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #2 on: February 24, 2002, 12:39:35 AM »
That is pretty good. I liked using that tool. Well I made a cordinated sound that goes to the ego walking. Check it out here. By the way nobody steal the character I used. I am going to make a game with him. What I did was make the sound go to his feet touching the ground. I included the source to the sound file so you can have a look at it.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Nick Sonneveld

Re: AGI Sound Script Utils Released
« Reply #3 on: February 24, 2002, 12:52:39 AM »
just remember, whenever you called "tone" or "noise", you're actually opening a new channel.

you've called noise 3 times.. but you're only going to open 1 noise channel.  the rest will be ignored.  I'll have to add a warning message to the compile.

noise's also only support a frequency of 0-3 (where 3 borrows the frequency from channel 3)

I hope this helps.

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Nick Sonneveld

Re: AGI Sound Script Utils Released
« Reply #4 on: February 24, 2002, 12:54:22 AM »
ok, I'm going to start work on a midi converter since the current one we've got only converts to rol's and is apparently not open-source.

might take a short while though..

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #5 on: February 24, 2002, 12:55:31 AM »
Ok thanks I will go and fix that. I did have one question about it though. What is the highest frequency count you can use?
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Nick Sonneveld

Re: AGI Sound Script Utils Released
« Reply #6 on: February 24, 2002, 01:18:32 AM »
ok, AGI sounds are defined by the freq_count.. the frequency is

= 111860 / freq_count

so if freq_count = 1.. the frequency is 111860Hz
if the freq_count = 111860.. the frequency is 1Hz

If you want to play a frequency of 440Hz.. you would play a note of freq_count 111860/440 = 254.

I hope that makes sense.

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #7 on: February 24, 2002, 01:21:18 AM »
Yeah I understand that. I just hope other people can understand it when wanting to make sounds.

So I was playing the initial sound at 111860/500 = 223.72 ;D Well thanks for clearing that up.
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Nick Sonneveld

Re: AGI Sound Script Utils Released
« Reply #8 on: February 24, 2002, 01:28:53 AM »
I think it's the other way round

111860 / freq_count = frequency

so 111860/500 =  223.72 Hz

remember.. instead of a, freq, atten, duration
you can use f, which will accept the actual frequency
I haven't tested it actually.. but it should work.

- Nick
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #9 on: February 24, 2002, 01:30:23 AM »
Yeah I think I do have it backward don't I. *slaps head* Hopefully I will get better at making the sounds and actually create a good theme song. :D
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Nailhead

Re: AGI Sound Script Utils Released
« Reply #10 on: February 25, 2002, 05:03:46 AM »
Excellent tool Nick! Works like a charm.

That's a cool demo too Chris, I like that guy you've drawn.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

eidolon

  • Guest
Re: AGI Sound Script Utils Released
« Reply #11 on: February 25, 2002, 06:57:09 AM »
Glorious!

And I have another idea. Since your interpreter plays sounds so good, Nick, could you make a standalone player too? :)
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #12 on: February 25, 2002, 07:20:40 AM »
Quote
That's a cool demo too Chris, I like that guy you've drawn.
Thanks. That isn't even the good one. I drew the Death Scythe which is the one I have in my avatar. He has a reaper scythe and looks really cool.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Nick Sonneveld

Re: AGI Sound Script Utils Released
« Reply #13 on: February 25, 2002, 10:46:21 AM »
It's in the works.  I'm working on a midi converter that will hopefully work properly at the moment.

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Chris Cromer

Re: AGI Sound Script Utils Released
« Reply #14 on: February 25, 2002, 11:03:01 AM »
Is the new midi convertor going to be a little easier to use? Also will it support the noise channel?
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)


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