Author Topic: AGI Sound Script Utils Released  (Read 7205 times)

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Offline Nick Sonneveld

Re: AGI Sound Script Utils Released
« Reply #15 on: February 25, 2002, 01:07:52 PM »
I'm still figuring out how the midi format works.  But I'll probably tie the noise channel to the percussion if anything.  I'm planning to support most midi files though..  At least if something doesn't work, you'll have somebody to whine to, to get it working :)

- 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 #16 on: February 28, 2002, 12:07:00 AM »
Quote

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


Bah.. I made a mistake.  AGI only allows a 10bit number to define the frequency count.. so the range is 0-1023.  This means you can define frequencies to 111860Hz to 109Hz.  This is also the reason why some midi's can't be converted (because they can define notes lower than this).   The converter i'm working on will try and be smart about this (and not just give up)

- 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 #17 on: February 28, 2002, 09:43:47 AM »
That should be pretty good. Except it was usually the rol2snd editor that gave me problems. It always complained about the notes being too high/low. Maybe there should be some sort of conversion so that if the note is too high or low it will autimatically make it go to a normal note that is not too high or low.
« 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 #18 on: February 28, 2002, 10:02:17 AM »
That would make the song sound kinda funny, with off notes.
« 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 #19 on: February 28, 2002, 05:29:07 PM »
Yeah but if it didn't do it the problem of it not allowing too high or too low a note would probably still be a major problem.
« 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 #20 on: February 28, 2002, 06:41:57 PM »
Well, the way I see it you could:

- shift the song by a couple of octaves
- quit with an error
- replace those notes with silence along with warnings.

If you're shifting octaves, and the song still doesn't fit, maybe you should be able to define whether to keep the bottom or the top of the note spectrum.  The song might play high notes to begin with, so you could just play that and skip the rest.

if a song has notes in the high and low range, it may just be impossible to convert. dunno what you really want to do.

- 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 #21 on: February 28, 2002, 07:02:08 PM »
I just hate the fact that the current midi converter will give up if it is a too high or too low of a sound. I would like it to either change it so that it is no longer too high or too low or to just skip that note and go to the next. This way more midi's could be used in AGI instead of just about 1/20 of the midi's the user tries. I would prefer the converter trying to fix it rather than just giving up because of one wrong note. This would help people that try to use midi's of songs they find on the net also because more midi's would be able to be used in AGI for music. I don't know if it is possible but I would shure like for it to do this.
Chris Cromer

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


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