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#1 Old Sound Effects (tone, not wav) 6610 - 2003-07-03, 21:52

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SenseiTG
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Hey guys. Have a game almost completed now and just want to add some sound effects (different tones being played in sequence rapidly making bounce sounds etc.). Been running into some problems.

It seems if i use a soundlistener to start the next tone in the sound effect sequence there is a large gap in between the tones.

If i just play new tones in a thread using .init, .play not checking if .getState() = SOUND_STOPPED i get nothing at all except the occational click.

I've tried a bunch of different approaches but none seems to work. Does anyone know of a way to change the playing frequencey somewhere close to 5-10 times/second without gaps between the different tones?

Maybe the smart messaging ringing tone format at a high speed? Can this be set to not have gaps between tones and play tones at a high speed? Does anyone know of a good source for information on this format. I checked the specs but found them rather difficult to understand... maybe it's just me.

Thanks
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#2 Old Nokia 6610 Sound gaps. - 2003-07-31, 11:18

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kevinyoon
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I too have the same problem.. The gap seems to be about 1 sec.
I wonder if this is specific to the 6610. I don't have any other phone to play with so I can't really tell.. but I've tried many methods too.. If someone can give us some pointers it would be much appreciated
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#3 Old 2003-07-31, 11:39

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Location: Finland, Tampere
doctordwarf
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Guys, have you tried your apps on 7650?
Sounds work abnormous on old firmware (3.xx), don't know about 4.xx

Nokia recommends prefering Ringtone formats.
You can use program described here: http://discussion.forum.nokia.com/fo...threadid=24855 to generate sound sequence both for nice background music and/or simple effects.

I use it, and I've got like 12 byte files for clicking/walking/firing sounds
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#4 Old 2003-08-01, 02:18

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kevinyoon
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I have used the mentioned program to generate tone files. It works for background music and such.. but I guess the main thing really is rapid fire sequences.. Where you'd want a sequence such as:

fire gunshot:stop gunshot in mid-sequence. fire it again: stop it and fire it again and maybe let it finish the sequence.

for lack of a better example:
assume that the sound is :Pow Kablui..
Depending on the key sequence.. I would like it to sound something like:
Pow Pow Pow Kablui.. and not have gaps between the Pow's

Right now it's more like:
Pow->(Pause ~1sec)->Pow->(Pause ~1sec)-> Pow Kablui..

Kev
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#5 Old 2003-08-01, 09:42

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SenseiTG
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The latest version of the program supports infinite looping in advanced mode. What you want I think can be solved by having the "pow" effect as a separate sample with infinite looping. This sound can hence be started and stopped as you please using play() and stop() and if you want the sequence to end as "Kablui" you could play that soundeffect on a separate sound object which should automatically stop the original sound when it begins to play unless the phone supports several simultaneous sounds in which case you should manually stop the "pow" effect after starting the "kablui" effect.

The phones are as far as i know very limited when it comes to working with sounds, especially when you want complex sound effects like what you are describing. These limitations are not unlike the fact that the the cpu is often too slow or that the display is not very high res. You will simply have to accept it and make the best of it. But what do I know, maybe you will find a way to gain precise control. If you do... please share =)
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#6 Old Oh yea... - 2003-08-01, 09:49

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SenseiTG
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forgot to mention that infinate looping seems to crash some emulators badly... sometimes the entire computer locks up, don't ask me why but i have this problem on both my home and two work computers (all running xp).
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#7 Old Re: Sound Effects (tone, not wav) 6610 - 2006-05-29, 04:11

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omkar.nisal
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thanks for sharing this doctor
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