• pirat@lemmy.world
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    2 hours ago

    “rendering” the music and some of the graphics.

    I think that’s what’s called procedural audio/graphics. For audio, it’s like building synthesizers into the game, to then be able to play the music/fx as a program (sort of like sheet music) instead of an audio file.

    • bstix@feddit.dk
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      2 hours ago

      The music doesn’t have to be completely synthesized… Most early computers would simply reuse the audio snippets as “samples”, and program the pitch and timing in a “tracker”

      Listening to the Flappy Birds music, which I admit that I did, then all of the music could be done in a tracker, even if it might not have been originally. It’s a bit of a lost art form, but there are several kilobytes to save!

      Personally, I have been considering making a HTML5 game, including the sunvox DLL, to make it really easy to put tiny yet advanced music files into a cross platform browsable game. Haven’t gotten around to it though…