Reply to Re: MP3s for d-mods?
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Why would I want MP3s? Well I write and record my own music, so copyright isn't the issue.
MIDI files are inherently limited to producing only the sounds that your computer's on-board synth can make.
And those suck.
General MIDI has about four effects: reverb,
chorus, wheel bends and whatever the effect wheel does for a given patch. That's a very limited palette of sonic textures.
With MP3s, I can have very atmospheric ambient tracks, a la Fallout, that can deeply affect the gamer's experience.
To put it another way, I can't draw the paperbag to get out of (wet or not). I can code, write stories and play music. I hope to leverage the skills I do have to compensate for the ones I don't.
I also think that if DirectX supports MP3 playback, integrating it into Dink's source code
and then making that function available through DinkC won't be too difficult.
Mostly, I make the suggestion to see what's on the developers' minds.
--Joe
MIDI files are inherently limited to producing only the sounds that your computer's on-board synth can make.
And those suck.
General MIDI has about four effects: reverb,
chorus, wheel bends and whatever the effect wheel does for a given patch. That's a very limited palette of sonic textures.
With MP3s, I can have very atmospheric ambient tracks, a la Fallout, that can deeply affect the gamer's experience.
To put it another way, I can't draw the paperbag to get out of (wet or not). I can code, write stories and play music. I hope to leverage the skills I do have to compensate for the ones I don't.
I also think that if DirectX supports MP3 playback, integrating it into Dink's source code
and then making that function available through DinkC won't be too difficult.
Mostly, I make the suggestion to see what's on the developers' minds.
--Joe