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Mail Archives: djgpp/1998/11/03/17:45:12

From: arganoid AT fatal-design DOT com (Andrew R. Gillett)
Newsgroups: comp.os.msdos.djgpp
Subject: Allegro: Voice being cut off
Date: Tue, 3 Nov 1998 22:44:01 -0000
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To: djgpp AT delorie DOT com
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Reply-To: djgpp AT delorie DOT com

This is a repost. I originally posted it in June, but there was no 
response. The problem is still there, and I won't be able to release my 
game until it is fixed.



The music of my game is stored as a number of large samples. These are 
played using the voice allocation commands, and the priority is set to 
255.

However, if I play a lot of other samples (using play_sample) at the same 
time, the music is sometimes cut off. When I say a lot at the same time, 
I mean many simultaneous samples, maybe twenty or more. Of course, there 
are not this many voices available, but I want the new samples to be cut 
off, not the music.

The music is in three stages. When one stage is finished, the next 
stage is started using reallocate_voice. Here is the bit of code which 
does it:

if (musictype <= 0)
 reallocate_voice (music_voice, (SAMPLE *)musicfile[ZOO_SHRINK].dat);
else
 reallocate_voice (music_voice, (SAMPLE *)musicfile[DLD_SHRINK].dat);
voice_set_priority (music_voice, 255);
voice_set_playmode (music_voice, PLAYMODE_LOOP);
voice_start (music_voice);

I don't know, maybe I have to set the priority AFTER calling voice_start. 

Or maybe the priority doesn't work....?

Btw, this only happens on the second (interlude) music. The only 
difference I can see is that, unlike the other parts of the music, this 
part does not loop, it just plays once. Also, the final stage of the 
game/music will only start when the interlude music has finished. If the 
interlude music is cut off, the game will not end properly :(

-- 
Andrew Gillett
http://argnet.fatal-design.com/
ICQ: 12142937

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