Mad Planets music and effects mixer

i86time

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Has anyone experimented with creating a mixer circuit or a separate amplifier for Mad Planets such that when the effects are triggered it doesn't mute the background music? Or is that something that is in the coding and can't be overcome?
 
Has anyone experimented with creating a mixer circuit or a separate amplifier for Mad Planets such that when the effects are triggered it doesn't mute the background music? Or is that something that is in the coding and can't be overcome?

The music & sound effects are all generated by the single CPU on the soundboard, there's no separate mixing of the music and effects. As you suspected it would need software patching of the sound code to support keeping both playing at the same time.

I know what you mean though, the background music for the game is great. It's a underrated gem.

- James
 
Balls, I figured as much. I had hope though since when the effects stop, the music track is right where it would have been had it not cut out.
 
I hate also the BG music gets cancelled out. Heres and idea: Install a second sound board. Arrange its inputs so it will only accept the music commands. On the first sound board, arrange its inputs so it will accept everything but the music commands. Mix outputs from both boards to the speaker. Would be cool to slightly attenuate the music when sfx is playing.
 
I haven't looked too closely, but doesn't the QBert soundboard have two channels, one for the effects and one for speech that can be adjusted independently? If so, could the audio output of Mad Planets somehow make use of that separation? Or does the speech just use the SC-01 chip alone?
 
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