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Message
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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14th November, 2011 at 07:27:06 -
So while I'm working on Asunder, I ran into a real question of whether its worth it to implement one feature. The music engine for the game is rather complex since it needs to apply affects like speeding up, slowing down, and reversing songs dynamically, while loading them and remembering them as they were played in the past. Now I've already got that all written ages ago, but it has no fading between levels.
So I'm debating- is it worth it to rewrite a ton of ancient code that could take me all day to implement crossfading, which would also use up a little bit more memory and processing at runtime and decrease the sound channels available to sfx from 30 to 28- or should I just add in a little tidbit to fade out music and then fade in the next track on the same channel, which would not take long at all.
I mean in terms of audio, how important would crossfading be?
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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Chris Burrows
Registered 14/09/2002
Points 2396
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14th November, 2011 at 08:31:34 -
It seems to me that you would prefer to use a crossfade, but, feel your time would be better spent doing something other than coding it.
If a job is worth doing, it is worth doing well.
n/a
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nim
Registered 17/05/2002
Points 7234
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14th November, 2011 at 12:24:57 -
Just use a standard fade out/in. IMO it sounds better anyway.
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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14th November, 2011 at 19:42:23 -
Well I'm just no expert on audio stuffs, so I figured someone might know better, as I spend just about every morning deciding which features I'll either add or cut from my plan, gotta ration my time to get it on schedule But I'll probably just go with the simple fade since I'm already a bit worried about memory hogging. thanks
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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