Interesting. It would be very useful to add the ability to inhibit a voice via code, so that you can play sound effects by temporarily removing a (less important) voice from the music (like IK+ does, for example).
Yes, but you will need to change the source code of the player routine. In the source file MusicPlayer2.a look for .playSFX and this block of code is active when SoundEffectsActive is defined. The variable .fxnoteDuration is used to decide how long to use the voice for sound effects before resuming the music.
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Interesting. It would be very useful to add the ability to inhibit a voice via code, so that you can play sound effects by temporarily removing a (less important) voice from the music (like IK+ does, for example).
Do you mean sampled audio? Or a chip sound effect?
Both actually are supported already.
I mean, if I want to generate the sound effects independently, with my own code, can I mute a voice of the music and then resume it?
Yes, but you will need to change the source code of the player routine. In the source file MusicPlayer2.a look for .playSFX and this block of code is active when SoundEffectsActive is defined. The variable .fxnoteDuration is used to decide how long to use the voice for sound effects before resuming the music.