All sound options explained?
Posted: Mon Jan 16, 2023 5:11 pm
Hello everyone! So, probably like many here or have been, i'm wanting to write my own game within the 32x. I will do this. This is not just a fling or a hobby that i'm going to abandon like a half-willed new years resolution. With that said I'm going to need a little help on the journey. Granted, I've already read quite a bit and sampled many demos until my eyes have bled lol. So with that said, I wanted to discuss all audio possibilities when developing for the 32x and i'm hoping others can help really flesh this out.
After looking for all things audio have stumbled across various methods from years of postings on this forum. with all of that information it can become very "noisy" no pun intended. I've heard of DMA, PCM, VGM, CD Audio, MOD and i'm sure i'm forgetting a few other acronyms and methods. In a recent plead of ignorance on the SGDK discord channel I had posted up a question to one of the 32x veterans (vic) who definitely knows his stuff. The question was around should i implement Chilly's XMPlayer into his Tilemap demo as I really liked the tilemap but was curious on how to evolve it further. he had responded that It maybe wiser to leverage VGM or CD Audio as XMPlayer takes up one of the 32x cpus. that response really lead to me writing up this posting as i realized I've got a lot to learn. What would be the idea method for music/sound effects when creating a game with the 32x? I'm guessing the answer is ... it depends and this is where i'd like to tease out all the variations as well as why.
1) What IS DMA, PCM, VGM, CD Audio, and MOD options I keep reading about? I'm assuming that these are not all separate options but part of options used. I guess I don't quiet understand these except with CD audio...i know what that is, but have no clue on how to best implement that within 32x game development.
2) I'm assuming that some 32x games would leverage sound from the Genesis while AI, input, gfx are handled by the 32x cpus? If that's the case what would that setup look like? Any examples out there?
3) In a setup where you would want the 32x to handle the sound? What would be the best option for that? Any examples?
4) Are there cases that a game would require both the Genesis and 32x to handle sound? If so, what does that situation look like? Any examples?
5) What's the best way of handling the audio assets? I believe I saw a few tools out there that allow developers to convert their mp3's or whatever raw music/sfx into their desired format.
6) Any drawings/architecture or mappings of how these methods are implemented for example. Let's say Method X is the gold standard something like below Lastly, I know some of the recent postings (in 2022 and now 2023) just point to D32xr and say "just look there...its done right" While that is probably very true. it still leaves newbies like myself a little lost on the "why" is it considered the gold standard.
Thanks everyone! I hope much smarter then me people are able to flesh this out...I could really use some help.
After looking for all things audio have stumbled across various methods from years of postings on this forum. with all of that information it can become very "noisy" no pun intended. I've heard of DMA, PCM, VGM, CD Audio, MOD and i'm sure i'm forgetting a few other acronyms and methods. In a recent plead of ignorance on the SGDK discord channel I had posted up a question to one of the 32x veterans (vic) who definitely knows his stuff. The question was around should i implement Chilly's XMPlayer into his Tilemap demo as I really liked the tilemap but was curious on how to evolve it further. he had responded that It maybe wiser to leverage VGM or CD Audio as XMPlayer takes up one of the 32x cpus. that response really lead to me writing up this posting as i realized I've got a lot to learn. What would be the idea method for music/sound effects when creating a game with the 32x? I'm guessing the answer is ... it depends and this is where i'd like to tease out all the variations as well as why.
1) What IS DMA, PCM, VGM, CD Audio, and MOD options I keep reading about? I'm assuming that these are not all separate options but part of options used. I guess I don't quiet understand these except with CD audio...i know what that is, but have no clue on how to best implement that within 32x game development.
2) I'm assuming that some 32x games would leverage sound from the Genesis while AI, input, gfx are handled by the 32x cpus? If that's the case what would that setup look like? Any examples out there?
3) In a setup where you would want the 32x to handle the sound? What would be the best option for that? Any examples?
4) Are there cases that a game would require both the Genesis and 32x to handle sound? If so, what does that situation look like? Any examples?
5) What's the best way of handling the audio assets? I believe I saw a few tools out there that allow developers to convert their mp3's or whatever raw music/sfx into their desired format.
6) Any drawings/architecture or mappings of how these methods are implemented for example. Let's say Method X is the gold standard something like below Lastly, I know some of the recent postings (in 2022 and now 2023) just point to D32xr and say "just look there...its done right" While that is probably very true. it still leaves newbies like myself a little lost on the "why" is it considered the gold standard.
Thanks everyone! I hope much smarter then me people are able to flesh this out...I could really use some help.