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Nahlásit problém s překladem
Good luck with the rewrite and thank you for updating this awesome game for us demanding PC users.
;_;
Ganbatte, oniichan!
-- music with girl-hurt filter
The issue is that we made the game in XNA and used the XACT tool for sound. This gave us access to the "Q" filter and the "frequency" filter, which we made use of in making the music sound "crunchy" when the player is down to one heart. After some searching i found this: http://en.wikipedia.org/wiki/Q_factor . My maths don't suck but seriously!?! And AFAIK there is no Q filter for OpenAL so what to do? My initial idea was to approximate this using the mixer/equalizer but it soon became clear that the result would be off and we need the music to sound as close to what we had as possible. I could write the filter math and run that on the raw buffer as the data is fed to the soundcard but this seems very dicey and not particularily portable (we want this ported to Linux and Mac). Then i landed on the idea of prerecording the music in full "hurt-girl" state and cross fade between the regular and hurt tracks as needed. Problem is that OpenAL doesn't seem to have a simple way of keeping two sound tracks synchronized. So here is where the experimental coding comes in. This is today.
btw, if anyone can offer suggestion/ideas - i'm all ears :) Thanks!