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Old 05-16-2009, 02:10 PM   #17 (permalink)
badmoodguy88
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I did design it so that it would be relatively easy for some one to add but the code is very confusing, because there is just so much of it.
add it as a sound effect (does not need to be in order).
Code:
 SoundEffect 
            Table_Warp, Table_Warp_Drum, Table_Warp_Drum2, Table_Warp_crisp, 
            Casio_HD700_Clap, Casio_HD700_Cowbell_1, Casio_HD700_Cowbell_2, Casio_HD700_Kick, Casio_HD700_Rimshot, Casio_HD700_Snare, Cowbell, Drum, Toms,
            CafeBassII_FunBuzz_C4, CafeBassII_FunBuzz_CS4, CafeBassII_FunBuzz_D4, CafeBassII_FunBuzz_DS4, CafeBassII_FunBuzz_E4, CafeBassII_FunBuzz_F4, 
            CafeBassII_FunBuzz_FS4, CafeBassII_FunBuzz_G4, CafeBassII_FunBuzz_GS4, CafeBassII_FunBuzz_A4, CafeBassII_FunBuzz_AS4, CafeBassII_FunBuzz_B4,
            CafeBassII_FunBuzz_C5, CafeBassII_FunBuzz_CS5, CafeBassII_FunBuzz_D5, CafeBassII_FunBuzz_DS5, CafeBassII_FunBuzz_E5, CafeBassII_FunBuzz_F5,
            CafeBassII_FunBuzz_FS5, CafeBassII_FunBuzz_G5, CafeBassII_FunBuzz_GS5, CafeBassII_FunBuzz_A5, CafeBassII_FunBuzz_AS5, CafeBassII_FunBuzz_B5,
            CafeBassII_FunBuzz_C6, CafeBassII_FunBuzz_CS6, CafeBassII_FunBuzz_D6, CafeBassII_FunBuzz_DS6, CafeBassII_FunBuzz_E6, CafeBassII_FunBuzz_F6,
            CafeBassII_FunBuzz_FS6, CafeBassII_FunBuzz_G6, CafeBassII_FunBuzz_GS6, CafeBassII_FunBuzz_A6, CafeBassII_FunBuzz_AS6, CafeBassII_FunBuzz_B6;
Change the what note will display and the name of the instrument. It does not really matter.
Code:
        string[] Notes = { "00", "01", "02", "03", "04", "05", "06", "07", "08", "09",
                           "10", "11", "12", "13", "14", "15", "16", "17", "18", "19",
                           "20", "21", "22", "23", "24", "25", "26", "27", "28", "29",
                           "30", "C4", "C4#", "D4", "D#4", "E4", "F4", "F#4", "G4", "G#4",
                           "40", "A4", "A#4", "B4", "C5", "C#5", "D5", "D#5", "E5", "F5",
                           "50", "F#5", "G5", "G#5", "A5", "A#5", "B5", "C6", "C#6", "D6",
                           "60", "D#6", "E6", "F6", "F#6", "G6", "G#6", "A6", "A#6", "B6",
                           "70", "71", "72", "73", "74", "75", "76", "77", "78", "79",
                           "80", "81", "82", "83", "84", "85", "86", "87", "88", "89",
                           "90", "91", "92", "93", "94", "95", "96", "97", "98", "99",
                           "--", "__"
                            };
        string[] InstrumentNames = { "Silence", "", "", "", "", "", "", "", "", "",
                                     "Silence", "", "Table Warp", "Table Warp", "Table Warp", "Table Warp", "", "", "", "",
                                     "Silence", "Casio HD 700 Clap", "Casio HD 700 Cowbell", "Casio HD 700 Cowbell", "Casio HD700 Kick", "Casio HD 700 Rimshot", "Casio HD 700 Snare", "Cowbell", "Drum", "Toms",
                                     "Silence", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII",
                                     "Silence", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII",
                                     "Silence", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII",
                                     "Silence", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII", "CafeBassII",
                                     "Silence", "", "", "", "", "", "", "", "", "",
                                     "Silence", "", "", "", "", "", "", "", "", "",
                                     "Silence", "", "", "", "", "", "", "", "", "",
                                     ""
                                   };
Load the content here in protected override void LoadContent() It loads all the sound clips all at once but as long as you crop the sound clip down as much as you can it is not really an issue. ~16 MB is a lot more than some musicians had to work with on desktop computers.
Code:
        protected override void LoadContent()
        {
            ////soundclips
            //random sounds
            Table_Warp = Content.Load<SoundEffect>("Missolanious/Table_Warp");
            Table_Warp_Drum = Content.Load<SoundEffect>("Missolanious/Table_Warp_Drum");
            Table_Warp_Drum2 = Content.Load<SoundEffect>("Missolanious/Table_Warp_Drum2");
            Table_Warp_crisp = Content.Load<SoundEffect>("Missolanious/Table_Warp_crisp");
I simply commented out a lot of the soundclip slots. Just make ChannelA = .Play(); into ChannelA = yourSoundEffectname.Play(); and then un-comment the lines of code.
Code:
                        if (SoundclipA == 68)
                        {
                            ChannelA = CafeBassII_FunBuzz_AS6.Play();
                        }
                        if (SoundclipA == 69)
                        {
                            ChannelA = CafeBassII_FunBuzz_B6.Play();
                        }
                    }
                    //if (SoundclipA > 69 & SoundclipA < 80)
                    //{
                    //    //if (SoundclipA == 70)
                    //    //{
                    //    //   Silence ChannelA = .Play();
                    //    //}
                    //    if (SoundclipA == 71)
                    //    {
                    //        ChannelA = .Play();
                    //    }

I would have responded before but I moved onto a different version number that works a little differently and in its current form is less functional. Because it was not going so well I kind of lost interest for a wile and started some thing else that is also not going so well.

Here is the WIP of the new version.
WIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIP|||||||| ||||||||||
Tracker WIP.rar
WIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIPWIP|||||||| ||||||||||
Only channel one works and only one sound clip but it is composed of 4 files and is used to play 8 octaves.



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