Search found 94 matches
- Mon Jun 17, 2013 1:57 pm
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
At least it seems I succeed in isolating the problem. Scenario: - we've got a soundbank with some XM modules and some SFX. - there's always one module playing (looping). - in any moment we have to stop that module and suddenly start playing another module. - SFX (non-looping) can get triggered at an...
- Sat Jun 15, 2013 4:21 pm
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
mmm... I spoke too soon
- Fri Jun 14, 2013 10:49 am
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
It seems that the problem may be caused by a vblank happening while I'm stopping the old module/starting the new one, so I solved adding this:
before stop/start.
I hope that's enough, and that this info would be useful to others
Code: Select all
mmFrame();
VBlankIntrWait();
I hope that's enough, and that this info would be useful to others
- Thu Jun 13, 2013 7:35 pm
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
Looks like it's a problem that arises when I stop a module and start another... am I not supposed to start a module immediately after stopping another?
I'm trying to reproduce it in a test program...
I'm trying to reproduce it in a test program...
- Thu Jun 13, 2013 2:28 pm
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
Indeed it's the size of the internal data structure...
- Thu Jun 13, 2013 12:46 pm
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
Quite curious: in mm_mixer_gba.s there's this: @ MIXER CHANNEL FORMAT .equ CHN_SIZE, 24 .equ CHN_SRC,0 .equ CHN_READ,4 .equ CHN_VOL,8 .equ CHN_PAN,9 // 10 // 11 .equ CHN_FREQ,12 .equ CHN_SIZE,16 if I'm right, the last line redefines CHN_SIZE to value 16. But then in MaxMod.h there's #define MM_SIZEO...
- Thu Jun 13, 2013 10:29 am
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
I am using the
function now to see the state of the channel(s).
Let's see if I can sort out the problem...
Code: Select all
mmMixerChannelActive(channel_number)
Let's see if I can sort out the problem...
- Wed Jun 12, 2013 10:05 am
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
I tried increasing channels from 12 to 16, but the problem persists. It really sounds like some channels get 'stuck' busy -even if not playing anything- and they never get back to the 'free' state. The XM causing this uses volume envelopes and key-off commands... I'll try remove those and see if som...
- Tue Jun 11, 2013 9:59 am
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Re: Running out of channels (on GBA)
... there's something I really don't get
Why is an 8 channels XM using more than 8 'MaxMod' channels?
AFAIK MaxMod on GBA doesn't feature "volume ramping" so I'm really puzzled.
Anyone?
Why is an 8 channels XM using more than 8 'MaxMod' channels?
AFAIK MaxMod on GBA doesn't feature "volume ramping" so I'm really puzzled.
Anyone?
- Mon Jun 10, 2013 10:36 am
- Forum: GBA Development
- Topic: Running out of channels (on GBA)
- Replies: 16
- Views: 26224
Running out of channels (on GBA)
It looks like when I play an XM (though it doesn't happen with every XM), it eats up all the available 'channels' and none is left for sound effects... even if the XM is using 8 channels only and MaxMod has been initialized with 12 channels. mmInitDefault((mm_addr)soundbank_bin, 12); Is there a MaxM...