The goals of the project
I'm a real sound freak. Sound is often jilted in games, demos and emulators.
Thanks to my brand new Flash Advance linker, I can now write and test some
sound functions ! What I want to do is write first a basic sound server which
can be used for SFX and second a module (Fasttracker II's XM) player,
based on this sound server.
Everything will be done by hand, without any call to the sound functions that
are in the GBA BIOS. This means I'll have to take a deep breath and dive into
the dark waters of ARM and Thumb assemblers.
Progress
Read the log file to know day by day how this
project progresses.
The first working demo
is ready ! The left trigger produces a crash sound and the right trigger plays
a "funky drummer" rhythm. Pressing repeatedly on a trigger stacks several
instances of the chosen sound. This demo is OK until 7 sounds. What you can't
hear is that each sound can be played at a different frequency, but it works.
I'll quickly have to code in assembler, C is far too slow...
[2001/08/26] The second demo is ready ! Read the log file for details. Enjoy !
[2001/10/18] Here's a new demo ! Hear your GBA play Karsten Obarski's "Blue song". Tweak the buttons for various effects.
[2001/11/13] Another demo with NO CLICKS !
[2002/09/08] Uh oh... 10 months without the smallest update... But rainy sundays are back, time to code... again ! I'm also under pressure from the Spoutnick Team , who need a sound engine for Rick Dangerous Advance.
[2002/09/21] Read fl0w.nfo for the list of currently implemented features.