Journey sound sample in mame2003-plus, solved
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@arcadez2003 lol very true, still need to adjust the level down though. It sounds good on my Vizio tv, but a bit loud in my cabinet. I'll try 100 on my cabinet.
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@arcadez2003 - True, thanks, I find it very useful. Will the DAT need an update also to add the new sample?
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@Riverstorm final version posted #787
Just compile it with the other changes if you want and add the sample.
bios/mame2003-plus/samples/journey.zip
Plays great.
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Now that journey is sorted what game is this trio cracking into next? π. Making some awesome improvements here. Nice work!
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@mahoneyt944 - Thanks for starting the work on this one. It's a great addition!
One of the best features of m3plus is dynamic DAT generation. I'm not sure what gets updated for it to work. Basically you can start any game and create a DAT file on the fly to build a current set. I know many just download/build sets manually but I prefer using ClrMamePro/DATs to stay current with sets and run them through every few months if there's changes/additions.
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@Riverstorm
Now that's it fixed, I don't want to play it. π I had to beat the first level maybe 20+ times for testing. So I'm good on journey for awhile. If I ever get the itch to update it any, it would be cool to add more tracks. Maybe the whole album or some live versions?... then use a random pick each time you get to the bonus round instead of the mute feature we utilized. A journey machine should have more than one song in my opinion. But most people only play a round or two then move on so the repetitive nature doesn't set in haha. If I hear separate ways one more time! -
@grant2258
I updated my repository then merged your sample pause support, created an official pull request for it as well. Thank you. #795 -
The volume of this sample seems to be off a bit. Other mames have it set at "25". When we were using the mute trick as a pause workaround the volume was set at "100". Now with pause functional, somewhere around "50" seems close. I have tested this on both my setups which are very different.
My cab setup uses a single speaker, 3.5 aux jack, to an amplifier which is bridged to get full sound out of one speaker.
My tv setup uses dual built in speakers through HDMI.
I find with my cab, the sample volume is very close to game sounds volume with "50" set but with my tv setup the sample is a bit quiet.
"75" is too loud in my cab.
Seems like something may need adjusted somewhere to get the sample volume more accurate but for now I made a pull request to set the volume to "60". Which is a mid point for my two setups. I'll have to look into it more when I get time.
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there is two place you can change the volume mixer volume and the sample itself.
struct Samplesinterface journey_samples_interface = { 1, 25, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); sample_set_volume(0,100); } sample_set_pause(0, ~data & 1); }
and
struct Samplesinterface journey_samples_interface = { 1, 5, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); sample_set_volume(0,100); } sample_set_pause(0, ~data & 1); }
will give you a completely different 100% volume to keep some sanity set both amps to 50% volume so they are at the same levels when comparing.
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I was playing with the sample volume before but couldn't get it quite right for both setups. This seemed to be close though.
struct Samplesinterface journey_samples_interface = { 1, 100, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); sample_set_volume(0, 100); } sample_set_pause(0, ~data & 1); }
Or else this
struct Samplesinterface journey_samples_interface = { 1, 60, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); } sample_set_pause(0, ~data & 1); }
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well the values are up to you if you think that sits at the right level with the normal game music will be fine.I would imagine the lower frequencies like the bass would distort when you put the volume up if its too loud when you put the amp volume up.
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@grant2258 I'll have to test it more and figure out where it sounds best.
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I wouldnt worry about it too much if i where you if it sounds ok to you should be fine.
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@grant2258 said in Journey sound sample in mame2003-plus, solved:
I wouldnt worry about it too much if i where you if it sounds ok to you should be fine.
Good job on adding the sample pausing feature, i'll look into porting this across to the xbox cores sometime.
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If memory serves, the cassette single used in the original Journey machine was mono. Using a high quality stereo rip from CD doesn't just cause space and memory issues, it's also less authentic.
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@Lyle_JP we are using the official mono sound sample.
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Twotigra could also benefit from this update.
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Hey I noticed the code for starting the journey sample was using pause in the if statement. Comparing this to current mame it does not. Is there any reason for the sample to pause after starting? I created a pull request to match it to current mame #807 but I wanted to make sure I wasn't over looking something? I figured this was probably left over from testing.
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@mahoneyt944 said in Journey sound sample in mame2003-plus, solved:
the cod
Well it woud just play if you didnt pause it. No big reason didnt look at any other code just saves doing is playing checks elsewhere change it whatever way you want it no other reason dindt use any other code for reference
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@grant2258 ok thanks, I was adding support for other games and wanted to be sure it wasn't intentionally set that way for some reason I wasn't seeing.
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