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Question: possiblity and difficulty of implementing this synth into a retro video game engine #99
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I don't know what game engine or language you're using but there's a C# port for that purpose here: https://github.com/scemino/NScumm.Audio I made it work in Godot. |
I'm making a custom game engine of my own, using Java as my programming language with the LWJGL3 framework library for graphics rendering, audio playback, and input handling. |
Sorry: don't know of any Java version offhand. |
I'm also open to switching to C++ with something like Allegro or raylib, if the implementation of this feature would require such, or greatly benefit from it. I'm currently studying both languages and haven't done any other development on the game yet besides very early proof-of-concept prototyping, so switching languages and/or frameworks wouldn't be an issue at this point. Switching to Godot would also be feasible for me if it met the requirements of stripping down the installation size to an absolute minimum. To my understanding, Godot is quite an extensive game engine straight out of the box, and I don't know if it is modular enough to be stripped down to such a primitive state so that I could go under 5-10MB with the engine alone, not counting in any of the assets. Could you comment on that, if you have knowledge about it? |
Sorry for the exremely n00bish question, but I'm having a really hard time finding any beginner friendly information about this topic, so I thought I'd just post it here. I'm developing a retro style video game in the spirit of old MS-DOS games from the early 90's and I would like to accurately implement the AdLib type sound of those soundtracks and sound effects in software without having to program my own synthesizer from scratch, so I was just wondering if it is feasible to implement it using this project, just without the VST and GUI components, only the audio synthesis and MIDI file reading capabilities? The reason I would prefer this over just using the VST plugin in a DAW to produce fully rendered-out OGG/WAV files for the assets is to keep the file size to an absolute minimum, and also to have the ability to dynamically change the music on a MIDI parameter basis in real-time, accroding to the player's actions. Is this project what I'm looking for, or is there some other alternative that is more suitable for my purposes?
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