Adding/Removing files in a soundbank

support for the gba/nds sound library from www.maxmod.org

Moderator: eKid

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DarkShadow44
Posts: 19
Joined: Wed Apr 15, 2009 3:17 pm

Adding/Removing files in a soundbank

Post by DarkShadow44 » Fri May 22, 2009 6:47 pm

Can I files received from wifi or FAT add to a soundbank (and later remove it) ?
Format :

Code: Select all

u8* 
Another question, how can I get the name or the number of channels of a mod ?

Please Help !

eKid
Posts: 65
Joined: Sat Dec 06, 2008 6:07 pm
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Re: Adding/Removing files in a soundbank

Post by eKid » Mon May 25, 2009 8:45 am

DarkShadow44 wrote:Can I files received from wifi or FAT add to a soundbank (and later remove it) ?
Format :

Code: Select all

u8* 
No. It's too much trouble to add files during runtime with the current API.
DarkShadow44 wrote:how can I get the name or the number of channels of a mod ?
You can't :). The number of channels is not stored in the internal module header. The number of module channels used is determined by how many the module's pattern data uses.

DarkShadow44
Posts: 19
Joined: Wed Apr 15, 2009 3:17 pm

Re: Adding/Removing files in a soundbank

Post by DarkShadow44 » Mon May 25, 2009 1:16 pm

Is it then possible to use for each module a soundbank, load it from fat and then load and play the mod with

Code: Select all

u8* bank1;

//Load the bank from FAT
// ....

// Initialize MaxMod
mmInitDefaultMem((mm_addr)bank1);

// Load the music
mmLoad(0);

//Play it
mmStart(0, MM_PLAY_LOOP);
Or can't I use that to load differnet pointers ? :|

Are there problems with the different mem addresses (because I use "mm_addr") ?

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