I'm using altsound on a real pin, using a pi to handle the audio duties. So what I have may not work like vpinmame, so I need to understand more about how altsound is supposed to work...
1. Are the ducking values used to indicate categories of sounds?
ducking_jingle = 10
1. Are the ducking values used to indicate categories of sounds?
ducking_jingle = 10
ducking_sfx = 80
ducking_voice = 65
ducking_music = 100
I've been working with an altsound pack to update/change some of the songs and a few things are silenced completely when they shouldn't be.
I've been working with an altsound pack to update/change some of the songs and a few things are silenced completely when they shouldn't be.
Some of the altsound editors i've been playing with identify sounds and it appears that it's doing so via ducking values.
If I change the ducking value, should I expect anything to break?
2. Channels:
From everything I've read, there are channels 0 and 1 and everything else is random:
If I change the ducking value, should I expect anything to break?
2. Channels:
From everything I've read, there are channels 0 and 1 and everything else is random:
Channels 2..15: Arbitrary. If channel fld is empty, any of these that is free is used.
Sound effects are not assigned a channel. When played, channel is assigned randomly.
Only 1 file in the same channel will play at a time. So when 2nd is triggered, 1st stops.
Is it ok to set some of the unassigned sounds to a specific channel? I have a situation where an SFX is playing too long. A second sound comes in that is supposed to terminate the original sound in the real pin, but doesn't in altsound. I attempted to set both sounds to a specific number, with no change in behavior.
Thanks!



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