AGI Sound Resources
Posted: Wed Jun 25, 2003 12:28 pm
Hey guys,
I'm not sure if this is the right forum, but I couldn't find a more suitable one. I have a question about the sound resources in the AGI. I'm currently writing a AGI interpreter for Java (yes, another one) and I have managed to load en read/see logic, picture and view resources, however the sound resources (PCjr) get me confused. to convert to the right frequency I need to do some bit shifting and divide the number through some other number, now I did that, but the frequencies just don't make sense... some are like +40kHz, some frequencies are zero... Now I'm sure the PCjr had good sound for its time, but 112000Hz is more than enough to talk to whales... but it doesn't make sense for game music. It might be some endian problem... I tried to use the code in the AGI specifications on the helllabs website, but it just doesn't seem to make sense... anyone attempted anything like this?
I'm not sure if this is the right forum, but I couldn't find a more suitable one. I have a question about the sound resources in the AGI. I'm currently writing a AGI interpreter for Java (yes, another one) and I have managed to load en read/see logic, picture and view resources, however the sound resources (PCjr) get me confused. to convert to the right frequency I need to do some bit shifting and divide the number through some other number, now I did that, but the frequencies just don't make sense... some are like +40kHz, some frequencies are zero... Now I'm sure the PCjr had good sound for its time, but 112000Hz is more than enough to talk to whales... but it doesn't make sense for game music. It might be some endian problem... I tried to use the code in the AGI specifications on the helllabs website, but it just doesn't seem to make sense... anyone attempted anything like this?