Difference between revisions of "AGI Sound Tutorial - Limits of the AGI Sound Format"

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[[AGI Tutorials|Tutorials Table of Contents]]<br />
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[[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br />
[[AGI Sound Tutorial|Sound Tutorial Index]]
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[[AGI Sound Tutorial|AGI Sound Tutorial Index]]
  
 
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[[AGI Sound Tutorial - Limits of the AGI Sound Format|2]] |  
 
[[AGI Sound Tutorial - Limits of the AGI Sound Format|2]] |  
 
[[AGI Sound Tutorial - Extracting Sounds|3]] |  
 
[[AGI Sound Tutorial - Extracting Sounds|3]] |  
[[AGI Sound Tutorial - Converting From Other Formats|4]] |  
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[[AGI Sound Tutorial - Converting from Other Formats|4]] |  
 
[[AGI Sound Tutorial - Merging|5]] |  
 
[[AGI Sound Tutorial - Merging|5]] |  
 
[[AGI Sound Tutorial - Scripting|6]] |  
 
[[AGI Sound Tutorial - Scripting|6]] |  
[[AGI Sound Tutorial - Visual editors|7]] |  
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[[AGI Sound Tutorial - Visual Editors|7]] |  
[[AGI Sound Tutorial - Playing sounds with external tools|8]] |  
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[[AGI Sound Tutorial - Playing Sounds with External Tools|8]] |  
[[AGI Sound Tutorial - Sound in your game|9]] |  
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[[AGI Sound Tutorial - Sound in Your Game|9]] |  
 
[[AGI Sound Tutorial - In the Future|10]] |  
 
[[AGI Sound Tutorial - In the Future|10]] |  
 
[[AGI Sound Tutorial - Location of Tools|11]] |  
 
[[AGI Sound Tutorial - Location of Tools|11]] |  
[[AGI Sound Tutorial - References|12]] |
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[[AGI Sound Tutorial - References|12]]
[[AGI Sound Tutorial - Revision History|13]]
 
 
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<div align="center"><span style="font-size: 22pt">AGI Sound Tutorial</span><br />
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<div align="center"><span style="font-size: 22pt">Limits of the AGI Sound Format</span><br />
''by [[Nick Sonneveld]]''<br /></div>
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''by [[Nick Sonneveld]]''<br />
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''Last Updated 4th March, 2002''</div>
  
 
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The AGI sound format is modeled around the PCjr's sound chip.  Because of this, we have to work around the idiosyncrasies of that particular chip.  This involves:
  
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* having three voice channels
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* one noise channel
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* can only define frequencies between the range of 110Hz to 111860Hz
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* noise channel only has 3 different frequencies, or you can "borrow" the frequency from the third channel.
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* creating AGI sounds from other formats create large files.  The AGI interpreter has a very limited memory space.
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* PC interpreter only plays the first channel and ignores the rest.
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* sound resources cannot be discarded without calling a new room in the PC interpreter.  You have to make sure all sounds are loaded at the start of each room.<br />
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Most of these we could work around by defining a new backwards-compatible format for the new interpreters but we still want to support the original Sierra interpreter.  With simple music and a bit of originality, it shouldn't be too hard to create music for your game.  Sierra's Police Quest had pretty realistic gun noises (if you had a computer that could play them).
  
 
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Page:
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[[AGI Sound Tutorial - Introduction|1]] |
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[[AGI Sound Tutorial - Limits of the AGI Sound Format|2]] |
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[[AGI Sound Tutorial - Extracting Sounds|3]] |
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[[AGI Sound Tutorial - Converting from Other Formats|4]] |
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[[AGI Sound Tutorial - Merging|5]] |
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[[AGI Sound Tutorial - Scripting|6]] |
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[[AGI Sound Tutorial - Visual Editors|7]] |
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[[AGI Sound Tutorial - Playing Sounds with External Tools|8]] |
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[[AGI Sound Tutorial - Sound in Your Game|9]] |
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[[AGI Sound Tutorial - In the Future|10]] |
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[[AGI Sound Tutorial - Location of Tools|11]] |
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[[AGI Sound Tutorial - References|12]]
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</div>
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&nbsp;
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[[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br />
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[[AGI Sound Tutorial|AGI Sound Tutorial Index]]
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<span style="float: left">[[AGI Sound Tutorial - Introduction|&lt; Previous: Introduction]]</span><span style="float: right">[[AGI Sound Tutorial - Extracting Sounds|Next: Extracting Sounds &gt;]]</span>
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&nbsp;
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[[Category:AGI Sound Resources]]
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[[Category:References]]
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[[Category:Tutorials]]

Latest revision as of 21:55, 9 April 2019

Tutorials and Guides Table of Contents
AGI Sound Tutorial Index

Page: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12


Limits of the AGI Sound Format

by Nick Sonneveld

Last Updated 4th March, 2002

 

The AGI sound format is modeled around the PCjr's sound chip. Because of this, we have to work around the idiosyncrasies of that particular chip. This involves:

  • having three voice channels
  • one noise channel
  • can only define frequencies between the range of 110Hz to 111860Hz
  • noise channel only has 3 different frequencies, or you can "borrow" the frequency from the third channel.
  • creating AGI sounds from other formats create large files. The AGI interpreter has a very limited memory space.
  • PC interpreter only plays the first channel and ignores the rest.
  • sound resources cannot be discarded without calling a new room in the PC interpreter. You have to make sure all sounds are loaded at the start of each room.


Most of these we could work around by defining a new backwards-compatible format for the new interpreters but we still want to support the original Sierra interpreter. With simple music and a bit of originality, it shouldn't be too hard to create music for your game. Sierra's Police Quest had pretty realistic gun noises (if you had a computer that could play them).

 

Page: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12

 

Tutorials and Guides Table of Contents
AGI Sound Tutorial Index

< Previous: IntroductionNext: Extracting Sounds >