Scott, I'd sure like to know what those bugs and their causes are I'm working on a wav based project at the minute, but the wavs are not long enough to cause any sync probs. I may still put these in a DLS instrument though, if it means it will be less problematic. I have suffered the problems of wavs not playing and thought that I was just being dumb, even though, logically I could not explain the lack of sound. Paul > -----Original Message----- > From: directmusic-bounce@xxxxxxxxxxxxx > [mailto:directmusic-bounce@xxxxxxxxxxxxx]On Behalf Of Scott Morgan > Sent: 07 January 2003 17:59 > To: directmusic@xxxxxxxxxxxxx > Subject: [directmusic] Re: MP3 encoded wav tracks, a pain in the neck.. > > > > btw- I once tried to do a very wav track oriented project (beginning of > 2001). I came to the conclusion that wave tracks are too buggy and > problematic to use in any way that makes the music dependant on the wavs > working. > > Here are some of the things that kill it for me: > > 1. The lack of an easy way to implement crossfading. > 2. The fact that if there is any tiny glitch, midi and wav get out of sync > until a new wave is triggered. This can mean the music sounds > horrible for > a long time. > 3. There were bugs in DX8 that made waves simply not play in certain > situations. It wasn't until I started working at MS that I > finally figured > these bugs out... > 4. The wavs take up too much disk space. I'm using ADPCM since > MP3 doesn't > have as much support in DX8. > > So in the game I am working on now, the only time I use a wav is > for a very > rhythmically free flute melody that doesn't really need to be there at all > times. If it gets out of sync I don't care because the nature of > the music > is more timbre based and works at any point you place it at. > > Ice_Planet (my first DMDemo) replaced the originl wave project I tried to > create. IcePlanet has one wave track with a single guitar chord in it. > > -Scott Morgan > http://Morganstudios.com > > > ----- Original Message ----- > From: "Jason Booth" <jason@xxxxxxxxxxxxxxxx> > To: <directmusic@xxxxxxxxxxxxx> > Sent: Tuesday, January 07, 2003 1:40 PM > Subject: [directmusic] Re: MP3 encoded wav tracks, a pain in the neck.. > > > > > > You may be right, but I don't want to give up on DMP just yet. > > Most likely, if we roll our own solution, it will sit on top of Direct > > Music, with primary segments triggering our code. This is because I > > eventually want to explore using DLS2 instruments on top of my wav > > sections, by embeding the wav segments chord changes into the segment > > for reference. I also want to be able to use the player music concept we > > used in AC2, which is pretty fundimentally a DMP type of system. > > Anyway, I'm only going to bang my head against the wall so long > > before we start rolling our own. The difficulty, of course, will be > > convincing our management to spend the code time after we have our old > > music system (the one used for AC2) finished and (mostly) working > > correctly. > > > > > > > > -----Original Message----- > > From: Saul Bottcher [mailto:saul.bottcher@xxxxxxxxxxxx]=20 > > Sent: Tuesday, January 07, 2003 2:21 PM > > To: directmusic@xxxxxxxxxxxxx > > Subject: [directmusic] Re: MP3 encoded wav tracks, a pain in the neck.. > > > > > > > > Hi Jason, > > > > From an outside perspective: you seem to be pretty frustrated early > > in the project, and have enumerated a long list of difficulties that > > don't seem surmountable (i.e. behaviours of DMP you have no way of > > changing). Plus, DMusic doesn't seem to be saving you much work (since > > you'll need to re-implement groove levels in scripts), and saving work > > is what a good tool does for you. > > If you are comfortable with the concept, it sounds like creating > > your own music system might be the way to go this time. > > (Which is not to disparage DirectMusic at all - no single tool is > > the right solution for every job, even within its intended scope). > > > > Saul. > > > > > > > > >