Multiple sounds playing at once - how?

Scott Rossi scott at tactilemedia.com
Mon Dec 15 09:16:22 EST 2003


On 12/15/03 8:45 AM, "Karl Becker" <karl at karlbecker.com> wrote:
 
>> It's a sad state of affairs.
> 
> I might tend to agree... though it is true that MC/Revolution is
> probably not the #1 game development tool of choice  ;-)

Actually I was referring to the state of audio capabilities in Rev/MC, even
outside the games arena.  As a point of reference, Director version 1 (read:
the first version) had two sound channels that could be independently
controlled.  Granted this was on Mac systems only at the time, but I would
hope that after 10+ years, multi-channel sound would be somewhat
straightforward to implement.


>> If you want a sound to loop seamlessly (often difficult if not
>> impossible in MC/Rev), you must use an imported sound for this since
>> players
>> will not loop seamlessly.
> 
> Something needs to be done about this.  It couldn't be too hard - does
> the new Revolution take care of any of this?

Scott Raney has always attributed the lag to QT.  If this is really the
case, it's all the more reason to abandon QT for audio support and get a
dedicated solution.  If the Rev folks feel it's too difficult or time
consuming to build, then by all means, license something.  There must be a
dozen small companies/developers out there with audio editors capable of
playing multi-channel sound.  Why not strike a deal with one of them and
save Tuviah and the other development folks some time and headaches?

>From my point of view, the workarounds and hacks for managing audio have
gone on way too long.  Since before Rev existed, I've been forced to employ
externals or dumb down the audio experience in stacks because of limitations
imposed long ago.  Now is a good time to get past those limitations, even if
the solution provides just a couple of audio channels.

Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia & Design
-----
E: scott at tactilemedia.com
W: http://www.tactilemedia.com



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