Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Jay Brewer Newsgroups: scea.yaroze.programming.sound Subject: Re: MIDI Sequencer Advice (MAC) Date: Tue, 06 May 1997 09:37:51 +0000 Organization: HandsOnToys, Inc. Lines: 19 Message-ID: <336EFBEF.7F29@handsontoys.com> References: <3361C16F.6822@charlie.cns.iit.edu> <3363670d.2046667@205.149.189.29> <33647A68.EBB@handsontoys.com> <3369C121.564A@interactive.sony.com> <336A18D3.7DB0@handsontoys.com> <336DE5F0.661D@interactive.sony.com> Reply-To: J.Brewer@handsontoys.com NNTP-Posting-Host: 204.167.99.141 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Macintosh; I; PPC) Yes. When I was playing the game "Tail of the Sun" or something like that (the game with cavemen and stuff) the music sounded very modlike and I thought - hey that would be great!!! However mods are very CPU intensive (at least on the mac) and this could be a bummer. I think just having the ability to trigger better sounding stuff than the GM sounds would be great - but I really haven't pushed that out to the limit either. Can a seq file toggle say a variety of sampled vags and then play them in order and on key like in vision? Or is that too high end? > By "mods" I assume that you're talking about the module format (ala > Amiga). It's kind of like MIDI, except that you can store the digital > instruments used for the sequence right along with the sequence info. > Is that what you're referring to? > > Stan Weaver > SCEA