I know you probably won't want to go out and
by a new sound card, you might want to look into low quality digital formats such as .mods and .s3ms
MIDI files
|/
|evin Clancy
MOD files are a great way to include audio into a game. But creating them can be tricky. You'll either have to download a bunch of instrument samples or you'll need to record your own from the synth. Both methods generally take a while. In addition, you'll need to look for a MOD tracker that supports input from a MIDI synth, or you'll have to track everything with your compter keyboard.
Another method for incorporating music would be to record your music onto an audio CD. This is the method I prefer, but can be costly to set up the equipment to be able to do that.
Lastly, there's the MP3 format. Unfortunately, it's quite a CPU hog thus far. I've not seen it implemented in a way that didn't cause a slight drop in performance on a Pentium machine, and considering it'd be sharing CPU time with the rest of a game's functions, that wouldn't work to well. I have spoken with people who were convinced they could write faster, more efficient MP3 players for use in games, but I don't know if that's actually been done yet.
[This message has been edited by MetalFox (edited July 16, 1999).]
what about DirectMusic which is pushed by MS all the time. I've played around with it in the SDK and it seems to be an interesting solution. Those files are very much like MIDI but AFAIK the samples are included in the file so it sounds the same on all computers. Since it's part of DX 6.1 you don't have to care for the player and it is even possible to change the music dynamically.
I don't know how to create these files, but there should be an editor included in the SDK.
ciao...
...jens
It'll work, but only if you're doing something 2D.
Anyways, I have found soundcards that support DLS, and most are based on Yahmaha XG. Yamaha has an semi-expensive (c.$200US) one but Guilemont (sp?) is planning on releasing one around $50 next year. It's supposed to have fancy SPDIF I/O and EAX, but plans can change. Still, you could use one to do your DirectMusic work on.
Well, I guess I'm off to futz around with my setup again.
Playing a midi file from C++ Builder is no problem, but because I am using midi the tunes sound different on different machines depending on the voices available.
Any advice on how (if possible) to put my compositions in a format that will sound the same on different machines.
Alternatively, any suggestions on how to better approach the subject would be equally appreciated.
www.castlex.com/modplug/home.shtml
It have many build-in samples and easy to use.
http://codexorg.webjump.com