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Adventures in Hi-Fi

As I blogged ear­li­er I am writ­ing a game (and yes, it's pret­ty much playable al­ready).

One thing I did­n't men­tion is that I nev­er wrote a game be­fore. Yeah, I know ev­ery­one does it as one of his first pro­ject­s, but I nev­er did.

So, there are some things I re­al­ly have no clue about [1], like sound and mov­ing graph­ics around.

For the graph­ics stuff, QCan­vas is just fine and dandy, but to make things bloop and war­ble and squeak when the time is right, I found Qt's sound sup­port some­what de­press­ing.

Come on, NAS? Who us­es that? And what about mu­sic? I had no idea.

So, I start­ed try­ing to fol­low one of my lead­ing prin­ci­ples of de­vel­op­men­t: find a way to make it Some­one Else's Prob­lem (T­M).

The usu­al way to do that is find­ing a li­brary that han­dles the prob­lem, write min­i­mal glue, stick it to the side of the pro­gram, tell the pro­gram that's his new ar­m, and for­get about it quick­ly.

Here's what I found.

Mi Dios!

I thought I should start by adding one of those an­noy­ing lit­tle tunes ev­ery game has. It's just a game tune, I don't want to have to in­clude a 3MB OGG file for it, so I want­ed an in­stru­men­t-based for­mat.

I re­mem­bered MI­DI tunes. You may know them as ring­tones nowa­days, but they used to be just cheesy tunes gen­er­at­ed by your SBPro's FM gen­er­a­tor, not your phone.

In fac­t, I re­mem­ber hav­ing a lit­tle prog­gie called playmidi, that would do that in Lin­ux.

Well, it seems that in the past few years, ei­ther sound cards have for­got­ten how to play them, they fell out of fash­ion, or some­thing, be­cause the on­ly things I found that could play MI­DI are mon­strosi­ties that re­quire a 9MB dig­i­tal in­stru­ment set. And how was I to in­clude that along with my 25KB game???

So, what's nex­t? I had a C64, so...

MOD me up!

MOD files are like MI­DI files, on­ly the MOD in­cludes it's own in­stru­ment set, called sam­ples, and in­struc­tions on how to re­peat and al­ter those sam­ples to make a tune.

Good news: there are nice-­sound­ing, fun­ny MOD files that are about 30KB in size.

Bet­ter news: There is a pop­u­lar li­brary to play them! It's called Mik­mod, and your dis­tro has it (and it's a de­pen­den­cy for KDE's mul­ti­me­dia pack­ages too).

Even bet­ter news: It has sup­port for play­ing sim­ple sounds (sam­ples in mod lin­go) by call­ing a cou­ple of func­tion­s.

Awe­some news: It in­cludes a soft­ware mix­er so you can just tell it to play this, then play that, then that, and a tune in the back­ground, and ev­ery­thing sounds at the same time.

So, we have a win­ner. This ba­by can han­dle ev­ery­thing I need for the game!

But... is that a snake in your pock­et?

I can't find a Python bind­ing for it. I am sure as soon as I post this ar­ti­cle some­one is go­ing to come up and tell me, here they are, mo­ron! But I just can't find any.

So, I de­cid­ed to do some­thing I want­ed to do al­ready and learn to use Pyrex. Pyrex is a tool to write python ex­ten­sion­s, with al­most-free ac­cess to C li­braries, in an al­most-python lan­guage (on­ly mi­nor syn­tax dif­fer­ences).

That way, I could write a Python mod­ule to use Mik­mod.

You know what? It was al­most scar­i­ly sim­ple [2]. I did­n't wrap all of Mik­mod [3] be­cause I don't need it, but now I can do stuff for games and apps al­most triv­ial­ly.

Even more: Pyrex has awe­some dis­tu­tils sup­port, so build­ing the ex­ten­sion­s, usu­al­ly a pain in the rear, is triv­ial (most­ly you just copy and delete stuff, with some search and re­place).

One thing I found I did nice­ly is this: Mik­mod re­quires you to call Mik­mod­_Up­date ev­ery once in a while so it fills the sound­card's buf­fer with stuff to play. If you don't, it skip­s.

So, I just start­ed a thread that loops and takes care of it. You don't even have to know about it to use the ex­ten­sion. Oh, sure, if your Mik­mod is not thread­safe, it break­s. Well, get a de­cent Mik­mod pack­age, then.

How does it look?

Here's a whole noisy prog­gie

#Load the modules
import mikmod, time
#Init the library
mikmod.init()
#40 voices, 20 for music, 20 for random sounds (overkill)
mikmod.setNumVoices(20,20)
#Enable sound, starts the thread that pushes sound, too
mikmod.enableOutput()

#Create a module, that is, a music track
module=mikmod.Module("BasicInstinct.mod")

#Load two samples, just a couple of noises
s1=mikmod.Sample("lost.wav")
s2=mikmod.Sample("swap.wav")

#Start playing the song
module.play()


#For the duration of the song, each second, make some noise


while module.active():
        s1.play()
        time.sleep(0.5)
        s2.play()
        time.sleep(0.5)

#Close the mikmod library, stop the thread, etc.

mikmod.exit()

KSPread to the MAX!

Rob, I think the prob­lem here is that you don't know how to use KSPread.

Here's the cor­rect syn­tax for your ex­am­ples (untest­d, but should work):

=F7 * ( 1 + MAX( 0.20 ; (F7-F2)/F2/5 ) )

=MAX(A1;100)

In fac­t, the one that you men­tion as work­ing, MAX (A1:A2) works by co­in­ci­dence (Un­less you re­al­ly want the max over a range, in­stead of the max over two cell­s).

Can we get that not-­grumpy week any­way?

About to waste a lot of people's time.

I'm writ­ing a clone of Be­jew­eled.

If it's half as much fun as the orig­i­nal, it's gonna kill pro­duc­tiv­i­ty for a while.

Here's the cur­rent ver­sion. You can ac­tu­al­ly play it al­ready, it keeps score, and ev­ery­thing.

Sure, it has no sound, and you can't lose, but it's nice ;-)

The tiles are, of course, just a temp job.

//ralsina.me/static/enjo1.png

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