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	<title type="html"><![CDATA[The 1-Bit Forum — Choosing the right Beeper engine for in-game music]]></title>
	<link rel="self" href="https://randomflux.info/1bit/extern.php?action=feed&amp;tid=227&amp;type=atom" />
	<updated>2020-01-20T11:15:47Z</updated>
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	<id>http://randomflux.info/1bit/viewtopic.php?id=227</id>
		<entry>
			<title type="html"><![CDATA[Re: Choosing the right Beeper engine for in-game music]]></title>
			<link rel="alternate" href="http://randomflux.info/1bit/viewtopic.php?pid=2087#p2087" />
			<content type="html"><![CDATA[<p>In-game beeper music is largely uncharted territory, because it&#039;s nearly impossible to pull off. This is because the process of generating 1-bit sound must be cycle-exact, and therefore pretty much all existing beeper engines block the CPU. As the old saying goes: &quot;When beeper plays, scroller must stop&quot;.</p><p>It&#039;s not all hopeless, though. If the game in question doesn&#039;t require a lot of computation-heavy logic or screen updates, then it&#039;s possible to run the necessary game code on note updates (&quot;between the rows&quot;). Interrupt-based engines like SpecialFX and Savage are well suited for this. It&#039;s also been demonstrated with Tritone. In fact there&#039;s a version of Tritone in z88dk which facilitates this.</p>]]></content>
			<author>
				<name><![CDATA[utz]]></name>
				<uri>http://randomflux.info/1bit/profile.php?id=2</uri>
			</author>
			<updated>2020-01-20T11:15:47Z</updated>
			<id>http://randomflux.info/1bit/viewtopic.php?pid=2087#p2087</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Choosing the right Beeper engine for in-game music]]></title>
			<link rel="alternate" href="http://randomflux.info/1bit/viewtopic.php?pid=2082#p2082" />
			<content type="html"><![CDATA[<p>Hi, as some of you know I&#039;ve been making music primarily for games and it should be of no surprise to you that most people just choose to do only a 128k version, so almost all of the music I&#039;ve done is for the AY chip.</p><p>Still, there are some developers that choose to have a 48 and 128k version and so far for the Beeper I&#039;ve used Qchan and Phaser 1 for the intro on two games, but had no in-game music.</p><p>Lately I&#039;ve been exploring tools like 1tracker and with the help of Tufty I&#039;ve learnt a lot of new stuff, heard some great songs (congrats to Utz and Tufty for delivering amazing songs to Di Halt Lite 2020) and have been testing out some engines.</p><p>I&#039;d really like to use an engine created by some of the members here, specially Shiru and Utz that have been doing an awesome job but I&#039;m not sure if any of them might be usable as in-game music.<br />I really think 48k games deserve better in-game music, the best I was able to do so far is use Music Box and it&#039;s far from what I wanted:<br /><a href="https://jumperror.bandcamp.com/track/cad-os-artigos-48k-theme">https://jumperror.bandcamp.com/track/ca … -48k-theme</a></p><p>So, I&#039;m really not that much into the technical part so I&#039;d be glad if some of you explained me what modern engines can produce music that can be used in-game and where can I get some details on how to integrate the music from those engines in the main code, so that I can re-send it to the programmers I know.</p><p>Thanks in advance!</p>]]></content>
			<author>
				<name><![CDATA[jumperror]]></name>
				<uri>http://randomflux.info/1bit/profile.php?id=177</uri>
			</author>
			<updated>2020-01-17T12:38:07Z</updated>
			<id>http://randomflux.info/1bit/viewtopic.php?pid=2082#p2082</id>
		</entry>
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