Articles
AGI Sound Tutorial v1.0
by
Nick Sonneveld
Last Updated 4th March, 2002
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2. Limits of the AGI Sound Format
The AGI sound format is modeled around the PCjr's sound chip. Because
of this, we have to work around the idiosyncracies 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).
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