Thanks!. However I don't think this will end up as an expanded Tracker. You have to look to Twilighte's WAVE for that. This is much simpler, intended to be used within the game. Of course sources will be available, as usual.ibisum wrote:This is awesome, I'm seeing the opportunity for an expanded Tracker to come of this, beyond the scrolling game engine .. well, *with* the scrolling game engine, maybe you could make a nice music editor as well ..
I don't plan to create an editor. Coding music is quite easy from a music sheet. Maybe I can explain how I did this later, if anyone is interested.
In the video the player (which is using the 3 channels, btw) is running at 50Hz, which seems to be enough for my needs. However I have some concerns about how to integrate this within a game which uses a 50Hz IRQ to synchronize with the screen retrace. Even worse, as the game itself runs at 25 fps (cannot do it faster). The engine waits for an IRQ to happen (in fact it misses the first one and catches the 2nd, thus the 25fps) and then quickly dumps the screen to avoid tearing, so I'm afraid that playing sfx or music at that instant is not the right thing to do.
I could call the music player after the screen dump inside the code (not in the IRQ) but that would mean the player will run at 25Hz (with some small jitter that I think won't be noticeable). Another possibility would be having a 100Hz interrupt and calling the music player at even IRQs, while updating the retrace sync flag at odd IRQs.
Any other ideas? Maybe I should just test and see what happens.