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Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)

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#1 2021-08-20 05:13:53

adrianjg
New member
Registered: 2021-08-20
Posts: 2

How to deal with sound effects using hUGEDriver?

Hi, everyone.

I'm currently working on a game using GBDK-2020 and hUGEDriver. The music works great and I couldn't be happier with the results.
However, I've found that when plating sound effects (by modifying the NR registers), the music takes priority over it.
Is there any way to temporarily make hUGEDriver to ignore a channel without totally muting it or somehow define a priority?

I suppose that as a last resort I could simplify the song by leaving a channel empty for the sound effects, but I would like to know if there is a more elegant solution.

Thanks!

Last edited by adrianjg (2021-08-20 06:04:04)

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#2 2021-08-20 15:51:52

toxa
Member
Registered: 2020-02-13
Posts: 309

Re: How to deal with sound effects using hUGEDriver?

in two words: you mute channel, play your sound on that channel, writing directly into the registers, wait for several frames, then unmute channel.

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#3 2021-08-22 15:20:46

adrianjg
New member
Registered: 2021-08-20
Posts: 2

Re: How to deal with sound effects using hUGEDriver?

toxa wrote:

in two words: you mute channel, play your sound on that channel, writing directly into the registers, wait for several frames, then unmute channel.

That worked! Thank you!

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