Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!aplcen!haven!wam!dmb From: dmb@wam.umd.edu (David M. Baggett) Newsgroups: comp.sys.atari.st Subject: Re: Demos and Games are not the Same Message-ID: <1990Jun29.205548.19689@wam.umd.edu> Date: 29 Jun 90 20:55:48 GMT References: Sender: usenet@wam.umd.edu (USENET Posting) Reply-To: dmb%wam.umd.edu@uunet.uu.net (David M. Baggett) Organization: University of Maryland at College Park Lines: 21 In article larserio@IFI.UIO.NO (LarsErikOsterud) writes: >No no no... I have several demos and to sound-trackers that plays GREAT >sampled music in 4 channels... The new version of Quartet even has 6 !! > Yet there are surely limitations here too. I assume this "4-channel sound" is accomplished with digital mixing; i.e., take the four samples to be played and average them to get a new sample value. One limitation is that the sounds all have to be sampled at the same rate, otherwise the mixing becomes much more difficult. (Having not seen the demos, I admit they may be doing something else to get the 4/6 channels.) In any case, playing digital sounds at higher sample rates than 4KHz will noticeably slow down game play. This limits the sound quality and makes playing sampled music during a game much less workable than you might expect. I don't know of any action games that play sampled music while you play (sampled sounds yes, but not music). Anyone seen an example? Dave Baggett dmb%wam.umd.edu@uunet.uu.net