What is Arkos Tracker? › Forums › Arkos Tracker forum › General discussion › pro Tracker PT3 export
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March 15, 2019 at 10:47 pm #29470robpearmainParticipant
Is it possible to export to PT3 format?
March 15, 2019 at 10:55 pm #29471TarghanKeymasterHi,
No, this is not possible and won’t be done. You can import PT3 to finish your songs on AT2. Once you have used AT2, there should be no reason to leave it, unless I have done something wrong with my tracker :). But more seriously, if you have any need for an AT2 feature that Vortex Tracker 2 has, please let me know.
March 16, 2019 at 8:25 am #29472robpearmainParticipantHi
Thanks for your reply.
I only asked as I got hold of some cool ASM for the ZX Spectrum 128k that plays back PT3 format and also Sound FX by muting one channel while the FX plays.
So it would have been useful for me to use the awesome features of AT2 whilst composing and then export as PT3 for playback in a game using the routine I have
Thanks anyway, AT2 is awesome
Rob
March 16, 2019 at 8:58 am #29473TarghanKeymasterThanks!
So you want to play music and SFX. Are you aware that AT2 can manage both too? You can play FXs on any channel.
March 16, 2019 at 3:18 pm #29474robpearmainParticipantDo you have the lightweight player demo with sound effects but for SPECTRUM not CPC?
March 16, 2019 at 8:57 pm #29475robpearmainParticipantHi
Further to my last post, I can see from the sources and testers you provide how powerful AT2 is and it will do exactly what I want.
However, do you have an example of using the PLAYER with both MUSIC and FX,
I see there is one for CPC in
Arkos Tracker 2 Windows.zip\Arkos Tracker 2\players\playerLightweight\sources\tester
called
PlayerLightweightWithSoundEffectTester_CPC.asm
Do you have a similar example for the Spectrum please?
Thanks
Rob
March 17, 2019 at 5:36 pm #29477TarghanKeymasterWell, it works exactly the same way on Spectrum as on CPC. I didn’t do it because… I don’t know how to test the keyboard on Spectrum! Either you do it by yourself from the CPC version (I guess only the keyboard code and its caller has to be modified), or you tell me how to do it. First solution is simpler for me of course :).
March 17, 2019 at 5:53 pm #29479robpearmainParticipantHi Targhan
Leave it with me, it will be a good opportunity for me to learn AT2. I will send you the Spectrum code once I have done it so that you can include it if you want
Thanks
Rob
March 17, 2019 at 6:15 pm #29480TarghanKeymasterThat’s great, thanks. Just take the CPC version of the Music+SFX tester, and change the “read keyboard” method (and adapt its callers, of course). You don’t need to reinvent the wheel :).
March 19, 2019 at 2:40 pm #29481robpearmainParticipantHi
So I have struggled a bit to get this all working but got there in the end and its great.
The following example plays 1 of 8 sound fx on the spectrum at regular internvals (every 3 seconds) while music plays
org #8000di
;Initializes the music.
ld hl,Music
xor a ;Subsong 0.
call PLY_LW_Init;Initializes the sound effects.
ld hl,SoundEffects
call PLY_LW_InitSoundEffectsSync:
ei
nop
halt
haltdi
ld a,(counter)
dec a
dec a
dec a
dec a
ld (counter),ajr nz,play
ld a,(SelectedSoundEffect)
inc a
cp 8
ld (SelectedSoundEffect),a
jr nz,play1
xor a
ld (SelectedSoundEffect),aplay1
ld c,1
ld b,0 ;Full volume.
call PLY_LW_PlaySoundEffectplay:
call PLY_LW_Playjp Sync
ret
SelectedSoundEffect: db 1 ;The selected sound effect (>=1).
KeyboardMaskLine0: db 255
KeyboardMaskLine1: db 255
KeyboardMaskLine2: db 255
KeyboardMaskLine5: db 255
counter: db 0Player:
;IMPORTANT: enables the sound effects in the player. This must be declared BEFORE the player itself.
PLY_LW_MANAGE_SOUND_EFFECTS = 1;Include here the Player Configuration source of the songs and sound effects (you can generate them with AT2 while exporting the them).
;If you don't have any, the player will use a default Configuration (full code used), which may not be optimal.
;If you have several songs, include all their configuration here, their flags will stack up!
;Warning, this must be included BEFORE the player is compiled.
;include "../resources/MusicDeadOnTime_playerconfig.asm"
;include "../resources/MusicMolusk_playerconfig.asm"
;include "../resources/SoundEffectsDeadOnTime_playerconfig.asm"include "../PlayerLightweight_SPECTRUM.asm"
Music:
;Choose a music, or maybe silence?
include "../resources/MusicDeadOnTime.asm" ;25Hz! Change the flag at the top to 1.
;include "../resources/MusicEmpty.asm"
;include "../resources/MusicMolusk.asm" ;50Hz! Change the flag at the top to 0.SoundEffects:
include "../resources/SoundEffectsDeadOnTime.asm"
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