Postby myfingershurt » Sat May 31, 2008 12:52 am
Yep I'm looking at 2.6b now and still trying to find things that need changing...
also played with the whammy function and my original volume logic was optimally the way it would work... freedomcaller's logic immediately forces the volume to 0.5 whenever a held note is hit. I came up with something a bit better, dealing only with 10 steps (0.0, 0.1, 0.2, etc ... 0.9, 1.0) and only actually calling the volume change function when the whammy volume has changed. It helped, but not much... it's becoming apparent that pygame.mixer just doesn't apply these volume changes fast enough to work for a smooth control like I want.
I played around with pyMedia and didn't get anywhere...
also played around with starting the song at different positions:
I could get the fretboard and notes to start anywhere I wanted.
I could get the song.ogg music to start anywhere I wanted in sync with the notes.
I could not get the guitar or bass tracks to start anywhere but the beginning. Or else we would have a practice mode by now.
The guitar and bass tracks are "sound effect streams" while the music is the one main "music stream" that pygame.mixer supports. The sound effect streams have to be handled sample by sample and buffered manually - this happens at the bottom of the Audio.py file (in RF-Mod's original code). This code is just too cryptic for me, I couldn't make a function that wasted a calculated number of samples before starting - it always crashed.
So I have lots of little side projects I tried to work on, if anyone is interested I can post whatever of the above code you'd like, just ask.
I'll be back soon, gonna eat and then try to get 2.6b up to where it should be with the right graphics and such.