Path: chuka.playstation.co.uk!news From: "Steve Dunn" Newsgroups: scee.yaroze.programming.sound Subject: Re: seq probs Date: Tue, 21 Apr 1998 19:32:23 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 40 Message-ID: <6hiohn$3li12@chuka.playstation.co.uk> References: <6h5poo$shn1@chuka.playstation.co.uk> <353CDA38.F882B015@ndirect.co.uk> NNTP-Posting-Host: usera644.uk.uudial.com X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 The VH data is kept in-tact, although (quite normally I presume) the VB data is hung drawn and quatered after being sent to SPU. Steve >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. > > >