SOUND EFFECTS FOR A CRAPS GAME.

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ahenry3068
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Joined: Tue Apr 04, 2023 9:57 pm

SOUND EFFECTS FOR A CRAPS GAME.

Post by ahenry3068 »

I'm looking for free brain labor for a completely free game that I'm only doing as a hobby project.
I don't expect to receive one penny for the time I spend here and I can't really pay anyone either.

I've already finished the game logic and its posted here in "Works in Progress" and "Downloads"

Its an implementation of CRAPS....

The game is playable now, though I plan some graphical additions. I understand computer graphics fairly well.
As part of my programming training in the late 80's early 90's I wrote from scratch PCX, Windows BMP and .FLI
decoders (My math skills were weak for JPG). I really have no MUSIC skills at all !!!!!!

When Windows 3.1 came out. I cheated...... I could always send WAV samples to the Windows Driver
For this game to work like I want, I need to program the YM2151 with some notes.

I'm pretty sure it won't require PEEK or POKE or SYS....

I'm sure it can be done with FMDRUM, FMPLAY & FMCHORD.
(of the 3 I'm understanding FMCHORD the very least)

I need sound effects for

ROLLING THE DICE
must be 2 very short sequences. One before the dice are rolled
and 1 to play after the dice are displayed... 2 seconds or less on each sequence, preferably 1 second but if it sounds GREAT I'll go longer

WON A BET
A Triumphant sequence.... 2 to 5 seconds

LOST A BET
A depressing sequence....(LOL)... 2 to 5 seconds

Those are the necessary ones.......

In addition I might add these later in development

GAME INTRO
Should be reminiscent of sounds heard in a Casino... Maybe slots or other sounds
Could last up to 30 seconds but preferably shorter

LOST A BET AND POT GOES TO 0
An exceedingly depressing sound to tell you your Busted.... !!! Again 30 seconds max but better if 10 or 15 seconds.

The game is playable now and I've McGyvered some sound effects that at least fill the void and don't interrupt game play
I don't expect miracles at all... But I would welcome some help.... I'll post credits at least :)
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ahenry3068
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Joined: Tue Apr 04, 2023 9:57 pm

Re: SOUND EFFECTS FOR A CRAPS GAME.

Post by ahenry3068 »

I'm not stuck on the YM2151 if someone is more comfortable with the VERA routines I'm good
with that too..... I just haven't had time to give more then a glance to the VERA routines and
the FM routines seem a little more amenable to porting older MSDOS GW-BASIC code.
GTR3QQ
Posts: 131
Joined: Wed Apr 05, 2023 8:04 pm

Re: SOUND EFFECTS FOR A CRAPS GAME.

Post by GTR3QQ »

Hi!
I'm not sure what you looking for.
maybe a list of SFX sources you want could be helpful.
like

GONG! - (The link for the SFX)

be aware, vera can't do hardware ADSR envelope gen, it will cost you cpu.
also, at the moment I can only output .zsm files, not sure how to mix streams if you have a BGM playing as well. But I'm sure it can be done.
By the way. Is PCM completely out of question? :lol:
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ahenry3068
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Joined: Tue Apr 04, 2023 9:57 pm

Re: SOUND EFFECTS FOR A CRAPS GAME.

Post by ahenry3068 »

Thanks for the response.. PCM isn't completely out of question, but for this game I was
trying to avoid introducing extra files. I wanted something that I could just type LOAD & RUN for
and only copy 1 file...

I'm not really looking for background music/sound... The only thing appropriate
for this game might be the background noise of a Casino. (They do have a distinctive
atmosphere).. I'm I could read sheet music I could probably come up with something
good on my own... To give you an idea what I'm thinking, Several Bars of either
"The Funeral March" or "Taps" would be an appropriate sound to play if the player's Money
went to 0, I'm less sure of what I want to play when the player wins a bet. Try
playing a couple rounds of the game (latest version is the last post in Works In Progress)
I have some sound effects in place.... Just not so happy with them.
GTR3QQ
Posts: 131
Joined: Wed Apr 05, 2023 8:04 pm

Re: SOUND EFFECTS FOR A CRAPS GAME.

Post by GTR3QQ »

Right then.
If you came up with some thing, I can type them into the tracker for you.

As for SFX, PCM can have very low sample rate and still be acceptable.
The tracker included a very helpful sample editor.
only 3kb per SFX if you use 22050khz 8bit.

With such, if I recreate the SFX with marcos and such, the zsm will stil be about 1800 bytes or so.

Unless you only need PC beeper SFX.
So not really a huge difference if PCM is not out of questions.
There are ways to pack things to one file.
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