2010-03-29, 10:16 PM
Som only understand wav at the minute, which is completely uncompressed audio unfortunately. You can lower the sampling rate I think, but that's about it if even. From what Todd has told me before there may be a bug in the change BGM event that forgets to set the new BGM Direct Sound Sample Buffer to play in looping mode. If that's true it should be a high priority bug fix. However if you use timers you should be able to get the job done if you have to (though for shopping BGM you don't have access to the timers I guess)
Also another weird thing is sound effects keep playing when you open the menu and then are done when you exit the menu. I faithfully cut the music when Ex pauses so I can probably fix this easily when the time is right. KF2 purists can argue whether this is a feature or not because that game has the same bug.
I plan to do some work in the group collaboration dept at any time. Just doesn't seem to be a lot of demand for that. I suppose I could start by just getting a KF1 Subversion repository up. Eventually I want to make a thin wrapper called Somversion that helps to insure interrelated files are always checked out / back in together (never let a clever name go to waste)
Also another weird thing is sound effects keep playing when you open the menu and then are done when you exit the menu. I faithfully cut the music when Ex pauses so I can probably fix this easily when the time is right. KF2 purists can argue whether this is a feature or not because that game has the same bug.
I plan to do some work in the group collaboration dept at any time. Just doesn't seem to be a lot of demand for that. I suppose I could start by just getting a KF1 Subversion repository up. Eventually I want to make a thin wrapper called Somversion that helps to insure interrelated files are always checked out / back in together (never let a clever name go to waste)