Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.sound Subject: Re: seq probs Date: Thu, 23 Apr 1998 19:53:50 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 47 Message-ID: <353F8E3D.C17145D5@ndirect.co.uk> References: <6h5poo$shn1@chuka.playstation.co.uk> <353CDA38.F882B015@ndirect.co.uk> <6hiohn$3li12@chuka.playstation.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-60.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 Then I have no idea then. It appears that seqplay uses the same libraries, so I'm guessing you may have messed up somewhere in your code. I've only come accross problems when messing up the VH data (understandably). Steve Dunn wrote: > 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. > > > > > >