I want to implement a dynamic music system that changes dynamically dependent in which area of my game the player is in. So I have several segements of music that are e.g. 2 or 4 bars long where 1 bar is for transition. Because I don’t want to hear flanging and other artifacts when doing the crossover between two segments, is there a way to play a sound file EXACTLY when another soundfile is at a specific sample position?
[quote="birty":1c5a0sp3]wouldnt it be easier to fade one track out whilst fading the next in?[/quote:1c5a0sp3]
It would be easier, but it wouldn’t sound that good :). We want ONE track to change it’s style dependant on the environment. And because there can be a lot of different environment it’s not possible to create so many different tracks. Instead, we want to use little pieces of music, 2 or 4 bars to do it.
The whole thing is for a commercial game, a “cheap” solution is not acceptable.
When i play a game a crossfade is nicer then a abrupt sound change.
But if you say all samples could seamless walk in eachother (same bpm, etc.) then you could set pointers inside the stream.
When a pointer is hit you switch to the other sample.
Just use: FSOUND_Stream_AddSyncPoint();
Oh and why not use OGG Vorbis ?
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