mardi, mai 31, 2016
'idée étant bien sûr de les configurer pour qu'elle jouent le contenu d'un des "effets sonore sur pattern" de mon frère... pas de murs à défoncer pour cette-fois ci ... par contre, pour l'instant, on entend rien ^^"
Let's go for some more libntxm hacking. I added years ago a "ChannelState" structure to capture what effect processing code needs to know about the running player. What I want to have now is a way to "lock" some channels to a specific place in the tune indepently of where other channels are (that is, current position in song), so that I could have channels 1 and 2 of a sound effect playing temporarily on channels 14 and 15 of the NintendoDS. Well ... enough blogging, it's time to run ddd and figure out why I don't hear anything.
edit: oh, well. I guess with 'unmute()' function silently skipping action past the 12 official channels of the song, I'll have no hope to see it working :P
edit: according to my computation, this was the 1000th posted entry. Roughly 10 years after I decided to Bilou on Nintendo DS.