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Sound driver



Release will be interrupted after Ver2.10.

Q)
With SoundDriver 2.04, playing ok data with SoundDriver 2.10 will interrupt the release of the tone.

A)
The created data is not compatible between Ver2.04 and Ver2.10 of the sound driver.
Use the Ver 2.04 driver to play the data created in the Ver 2.04 sound development environment.

The dynamic filter does not work.

Q)
Even if I create an .EXB file of the dynamic filter with Linker and eLinker and try to play it on the sound simulator (on CartDev) and the actual device such as P-Box, the dynamic filter does not work.
If you select "Link" and "Down Load" from the Process menu from the Linker, the filter will work, but if you use "Change Mixer" in the SndSim sound simulator, it will not sound again.
Is Linker, eLinker doing any special processing? Or is there a regulation etc. in relation to the Coef Table in the arrangement of BOOOH ~ 80000H of the sound memory?

A)
This is a bug in the sound driver caused by the fact that the transfer size of the coefficient table = A00H is not actually sent for A00H, and has been fixed since Ver2.10.
If you want to modify the source code, modify "D-Filter CPU control" in TRGT.ASM.

Sequence fading doesn't work

Q)
It works until the sound sequence fades out, but then it can't fade in.

A)
If the version of the sound driver is 2.04, "There is a bug that the fade processing does not work unless the pronunciation control number is 0", so this seems to be the cause.
Please use the version 2.08 provided separately in the bug fix version.

BGM volume becomes smaller

Q)
There is a problem with the volume of the sound.
If you call SE while the background music is ringing, the volume of the background music will be reduced for a while.
I'm in trouble because I can't hear the BGM when I play SE frequently.
I am using SGL.
The sound driver uses a 25488 byte one at 18:00 on October 27, 1995.

A)
The above driver is as old as Ver 2.00, and this version has some problems.
The latest version of Ver 2.10 that solves these problems has been uploaded to Nifty, so please try it here.
If there is a problem with Ver 2.10, we will provide Ver 2.08, which is provided individually.

The sequence volume cannot be set.

Q)
It often happens that the volume is not output as set in the sequence volume setting.
Change the sequence volume during BGM performance with pronunciation control number 0 to fade out.
Under this condition, if the sequence volume is set to the maximum (127) and the sequence is started, the sequence volume will not be reset and the volume will be played at the moment the volume is set.
When it is completely faded out, it is not output at all, and if you make a change during fading, it will stop at the volume during fading out.
Since it was possible that the command was over to the sound driver, we took measures to reduce the frequency of command issuance, but the phenomenon did not change.
Actually, the number of commands for 8 buffer works (0x25a00700-0x25a007ff) is 0.
If the current volume from the sound driver side is known, it is possible to take measures to reset it, but since no such work is found, complete measures cannot be taken.
Since the sound is very sluggish in Ver 2.10, we have not confirmed this phenomenon because we are not using it now.

A)
The above phenomenon has been found to be a bug in Ver 2.04.
The specifications are Ver 2.04 as it is, and Ver 2.08 with this bug fixed is provided individually.

When the pronunciation control number 0 is faded, the sounds of the other control numbers gradually become smaller.

Q)
When fade-out is performed for pronunciation control number 0 by specifying fade rate with SND_SetSeqVl (), the volume of sequence playback with pronunciation control number 1-7 after that is also specified as the volume each time. Regardless, it gets smaller and smaller.
It seems that if you play the song again with pronunciation control number 0, it will return to the original.

A)
This is due to a bug in sddrv 2.01, so we have provided a separate bugfix version of 2.04, sddrv 2.08.
Please try this.

No pronunciation in Ver2.00-> Ver2.10.

Q)
When I upgraded the sound driver from Ver 2.00 to Ver 2.10, there was no sound at all during sequence playback.

A)
The possible causes are:

1) Possible causes on the program side ~

  • The size specification of the driver being transferred when initializing the sound of "SND_Init ()" and "slInitSound ()" has not been changed.

2) Possible causes on the data creation side ~

  • In Ver 2.10, the discrimination between PCM and FM, which was incomplete in the previous sound driver, is analyzed at the timing of bank change (control 32), and the flag bit is set to 0 for PCM and 1 for FM. To do. This process should be set up in advance when creating data, but the current tone editor does not include this process, so please wait until the next version upgrade of the tone editor.
    Therefore, as a precaution, strictly observe the following items when creating data.

    1. Never create a voice that has no layers.
    2. Do not create a layer to which no waveform data has been assigned.
    3. Be sure to send a bank change when editing FM.
    4. FM and PCM cannot be mixed in the same layer.

  • Sound drivers before Ver 2.10 had a specification that bank = 0 was set when a bank that did not exist was selected, but since troubles occurred frequently when it was incorporated into the game, the bank number was changed for such cases from this version. Do not set (for example, suppose you are creating a sound effect for bank 1 and you build a map without sending bank 0 to the sound simulator.
    At this time, it is known that there is an error programmatically, but since bank = 0 is set, the pronunciation is correct at first glance.
    Incorporating the data created in this way into the game can cause unexpected troubles).


Sound driver modification

Q)
I modified the sound driver source, reassembled it, and tried to link it, but I can't find "dsp3d.asm".
Would you please provide it?

A)
Unfortunately, the source code of this YAMAHA 3D sound, the program coefficient data in the DSP, the contents of the work area, etc. cannot be disclosed because a confidentiality agreement has been signed between SEGA and Yamaha.
Also, if you reassemble or link, it will not be supported.
If you do not want to use 3D sound, please do the following "Delete the YAMAHA 3D sound part and reassemble".

Step 1
Changed the following part in the source code of sound driver ver2.10.

Deleted one line of "host.asm" line 930 extern xseq_YMH3Dw, dsp3d_init "host.asm" line 935 Deleted one line of bsr xseq_YMH3Dw "host.asm" line 939 bsr Deleted one line of dsp3d_init "sdmain.asm" line 146 Deleted from extern dsp3d_init, dsp3d_op to line 217 "sddrv.asm" line 33 Deleted one line of extern dsp3d_op "sddrv.asm" line 51 bsr Deleted one line of dsp3d_op "midi.asm" line 1384 extern xseq_YMH3Dw Deleted "midi.asm" line 1391 bsr xseq_YMH3Dw deleted one line "midi.asm" line 1399 bsr xseq_YMH3Dw deleted one line "midi.asm" line 1407 bsr xseq_YMH3Dw deleted one line

Step 2
Remove "dsp3d.obj" from the link and try the link again.

If you want to use 3D sound, you need to get the 68000 assembler called "2500AD" that was used in the Mega Drive era. This is because (~ .obj) cannot be linked without it. Please contact 2500AD (URL http://www.2500ad.com/) for how to obtain it.


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