Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.sound Subject: Re: seq probs Date: Tue, 21 Apr 1998 18:41:12 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <353CDA38.F882B015@ndirect.co.uk> References: <6h5poo$shn1@chuka.playstation.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin0-01.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) To: Steve Dunn Sounds like you've garbled your VH data. Are you keeping it in-tact in main memory? Herbs Steve Dunn wrote: > Hello, > I'm just starting to experiment with > sound, and I've come across something > strange. > I converted a .mid file to a .seq file. > I then used seqplay to preview it before > sticking it in my game. > seqplay plays the seq file reasonably > well. The problem is, when I load the > seq into my game, all I get is a few > feeble 'ticking noises' (in beat to what > 'should' be playing). > I'm using 'std0' .vb and .vh files off > the boot disk(I'm assuming seqplay uses > these too?). > Everything appears to be loading OK, I > get valid handles for everything loaded > (std0.vb, std0.vh and title.seq). > Is there something I'm missing (apart > from sanity, good looks and humour). > > Steve 'tone deaf' Dunn.