guitar hero controllers and whammy bar - duh but how

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Postby Lone Wolf » Fri Jul 06, 2007 2:35 pm

******* shake it off. It's not a "clone", it's "inspired" by Guitar Hero. Is FoF same as GH in every way? No. Other than technical details, it could pretty much be the same but wasn't done on intent. (Right?)
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Postby IM_Fletcher » Fri Jul 06, 2007 2:52 pm

I guess I thought it was a clone because that's what its wiki entry and every news site that mentions it has said about.

But I don't want to argue about that. Let's just get the whammy bar working! It would be a cool feature and good addition and it seems feasible using the method I have described above.

Can someone give me a technical explanation why we still can't have a whammy bar given the information I have posted above?
Last edited by IM_Fletcher on Fri Jul 06, 2007 2:57 pm, edited 1 time in total.
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Postby raph666 » Fri Jul 06, 2007 3:13 pm

Haven't you read that technical explanation on the topic where you first read about pysonic? it would require the rewriting of the audio stuff using pysonic instead of pygame. You don't need to post all this here, we're kinda aware of it's existence

And my guitar controller's whammy won't work on the computer, I need an adapter even to use it on the playstation.
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Postby IM_Fletcher » Fri Jul 06, 2007 3:26 pm

so it is totally possible then and it's just that no one has done it yet?

Is anyone working on it?

Are we talking about a complete game rewrite or just switching a few lines of code to implement the fmod library?

I feel like people would really support this.
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Postby jake2k3 » Fri Jul 06, 2007 3:33 pm

IM_Fletcher wrote:Are we talking about a complete game rewrite or just switching a few lines of code to implement the fmod library?

raph666 wrote:it would require the rewriting of the audio stuff using pysonic instead of pygame.


Are you even reading what raph is saying? It would require an assload (and a big ass, at that) of rewriting, for a feature that would only work for a fraction of players that even use the guitar controllers (about 26% according to polls). When you get down to it, only around 10-15% of players would even be able to use it.
Last edited by jake2k3 on Fri Jul 06, 2007 3:37 pm, edited 1 time in total.
Goodbye everyone. It's been fun. I spent many many hours here on these boards and playing/contributing to FoF. Today I uninstalled my game and deleted all my files. I just don't have the time or interest anymore. I won't be coming back here anymore. I might show up in the IRC from time to time to chat. I regret nothing.

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Postby raph666 » Fri Jul 06, 2007 3:44 pm

jake... I'm no god at this thing, I don't hold any truth...i'm not that good of a python coder...to be honnest I don't know how much work it would be, I can however look at the Audio.Py and see it's 300-line long
but I also have many question about this like: could we use pysonic in conjunction with pygame?
because pygame must be used for more stuff than just the audio part of the game. or (like I wrote in another topic) could we just use pysonic to stream a third track? but then other questions would come like: could we use the same control to, say, pause the sound when you pause the game...and would pitch shifting change the length of the track so it would not be sync'ed after?

I don't know these answers...I will just stop replying to this post because it's/I'm not useful, good luck
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Postby jake2k3 » Fri Jul 06, 2007 3:54 pm

...Well you sure as hell sounded smart :D
Goodbye everyone. It's been fun. I spent many many hours here on these boards and playing/contributing to FoF. Today I uninstalled my game and deleted all my files. I just don't have the time or interest anymore. I won't be coming back here anymore. I might show up in the IRC from time to time to chat. I regret nothing.

So long, farewell.
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Postby IM_Fletcher » Fri Jul 06, 2007 3:56 pm

Jake2k3,
I was reading Raph666's threads but it seemed like the quote I posted earlier (incidentally it was from ThatJon) indicated that if we found a sound library (Option A = FMODEx) it might not be that hard.

Raph666 asks many good questions that hopefully someone else on here might be able to answer.

Also, I completely disagree with you about the guitar controller vs. keyboard thing. A poll in the general discussion forum would have me believe differently:

Question: Keyboard vs Guitar Controller :: Total Votes:69
Poll choices Votes Statistics
Keyboard 19 [27.54%]
Guitar controller 50 [72.46%]
Last edited by IM_Fletcher on Fri Jul 06, 2007 3:57 pm, edited 1 time in total.
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Postby raph666 » Fri Jul 06, 2007 4:05 pm

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Postby IM_Fletcher » Fri Jul 06, 2007 4:12 pm

Ha ha, I believe it was Mark Twain who said "There are three types of lies. Lies, damned lies, and statistics."

Anyway, we obviously can't trust polls, but I'm glad people are at least chiming in as to the feasibility of getting the whammy bar up and running. I really think we can do it, and I appreciate anyone willing to help out to that end.
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Postby nmarrufo » Fri Jul 06, 2007 10:25 pm

amen reverand!
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Postby Lone Wolf » Sat Jul 07, 2007 10:36 am

IM_Fletcher wrote:Anyway, we obviously can't trust polls...

Maybe, but it's still safe to assume that there are at least 5 keyboard players for every guitar controller player out there.
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Postby raptor jesus » Sat Jul 07, 2007 11:28 am

Even if you don't have a GH controller, you could still whammy on a keyboard. You could have a button you press that whammys all the way down and then back up when you release it. It would have to go down gradually as to not sound too artificial.

Just to add about the thing about it only working on Guitar Hero songs. Personally, I'd love to do it on normal songs. I think it would sound pretty cool to be able to whammy a whole band <3.
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