I've a question about KDM sounds: Is it possible to call a function that loads sounds but through tags in MAP files. Like this, you have a sector effector whose hi-tag is the number of the sound. Is it possible, impossible or just too hard? Please answer me. ;D
Dany at
Re: KDM question.
You wanna place sound direct in the map files? Technically yes. Personally no. Solution: Use DirectSound or some OpenAL extensions.(of course, first learn min. DirectX 5 SDK for C# or OpenAL 1.x.x from tutorials and manuals). Another solution: (Almost imposible)Take the source, put in a cycle that reads .waw sound from map files and put in your map file the location of the sound on hard disc and the location of the sound in x,y,z (of course via directsound) and that's all! Now debug it and post it here, you will be famous. :-*
MICKEY at
I'm talking about the KDM file format and my question is this? How can you call a function in EXE that can play ambience with KWV instruments. Is it possible, impossible or just too hard. That's What I'm asking.
Dany at
MICKEY said at
I'm talking about the KDM file format and my question is this? How can you call a function in EXE that can play ambience with KWV instruments. Is it possible, impossible or just too hard. That's What I'm asking.
I browsed everywhere, but what the hell is K-ey D-ee e-M-m???
Schraubendreher at
KDM = Ken's Digital Music
It is a music format devised by Ken, similar to MIDI, except it stores the instrument samples in a separate file. I am not sure where you get a format specification, but I trust that browsing the source should reveal that.
Awesoken at
..possible to call a function that loads sounds but through tags in MAP files.
Of course it's possible, but like most things it will require some serious programming.
First you'll need to map tag numbers to sounds. This part requires a new block of code in GAME.C, but it shouldn't be too hard. Please note that KDM.EXE (the music editor and WAVES.KWV editor) is currently compiled with a limit of 256 instruments or sounds in WAVES.KWV, and if you wish to support KDM music, then you'll need to reserve some of those slots for instruments. Also note that KWV only supports 8-bit samples.
KenBUILD's sound engine would need a lot of work. Currently, the sound effects do not support looping. To get around this, you could trigger the sounds from the game code every so often. If you're using the Windows (JonoF) version, then it also does not support 3D (actually 2D) effects, meaning sounds would be full volume no matter how far away the listener was from them. It would probably be easier to replace the sound engine and forget about the KDM/KWV formats.
Dany at
I still think that my solution is the best:(
Schraubendreher at
Actually, Ken has a point. I would rather write my own sound engine if I have needs that the current one is not capable of fully supporting. It is not such a hard thing to do, but it will take considerable modification to the source code.
MICKEY at
Awesoken said at
..possible to call a function that loads sounds but through tags in MAP files.
Of course it's possible, but like most things it will require some serious programming.
First you'll need to map tag numbers to sounds. This part requires a new block of code in GAME.C, but it shouldn't be too hard. Please note that KDM.EXE (the music editor and WAVES.KWV editor) is currently compiled with a limit of 256 instruments or sounds in WAVES.KWV, and if you wish to support KDM music, then you'll need to reserve some of those slots for instruments. Also note that KWV only supports 8-bit samples.
KenBUILD's sound engine would need a lot of work. Currently, the sound effects do not support looping. To get around this, you could trigger the sounds from the game code every so often. If you're using the Windows (JonoF) version, then it also does not support 3D (actually 2D) effects, meaning sounds would be full volume no matter how far away the listener was from them. It would probably be easier to replace the sound engine and forget about the KDM/KWV formats.
:o What! The Ken's Digital Music sound effects don't support looping? Huh? Allright I'll try what you explained to me. And another thing: KDM even plays in 16-bit. So that means that it converts from 8-bit to 16-bit? Also I have two questions: The KSM editor needs a MIDI keyboard. Which keyboard is it compatible with? How many instruments does KSM allow into INST.DAT?
Awesoken at
The music supports looping instruments. It's the sound effects during the game which does not current support it. In theory, it should be an easy fix - I just never had a need for it back in the day.
The source samples must all 8-bit. They can be rendered to an 8-bit or 16-bit target. This allows you change volume without clipping or loss of quality.
KSM should support any MIDI keyboard. The problem is always finding the right cables and connectors. Use KSM_JOYS.EXE if you have an old Sound Blaster (or compatible) card with a 15-pin joystick/MIDI connector. Use KSM_COM1.EXE if your MIDI keyboard happens to have a RS-232 compatible serial connector (mine does). I have not tried a MIDI to USB converter, but I suspect that might not work with a DOS app.
KSM supports 256 instruments (max).
MICKEY at
One more thing: I have an old computer at home but now it has a motherboard compatible with Windows XP? Also I have a newer sound card and can KSM record with this kind of things?
Awesoken at
KSM does not let you input notes from the computer keyboard, so unless you have a way to connect your external MIDI synth, the answer is probably no.