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Author Topic: Muting channels?  (Read 3502 times)
Jeffmakesgames
Posts: 14


« on: 21 Sep '11 - 12:32 »
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I keep hearing stuff about "muting channels" in mo3, and I wish to know how this is exactly done.

An example is of the music to Bejeweled Twist.  The game has reactive music, where it fades in and out a certain piece of music, which I assume is a channel.
« Last Edit: 21 Sep '11 - 12:51 by Jeffmakesgames » Logged
Ian @ un4seen
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Posts: 15366


« Reply #1 on: 21 Sep '11 - 13:07 »
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If you're using BASS to play the MO3 file, the volume level of individual channels within the file can be adjusted via BASS_ChannelSetAttribute and the BASS_ATTRIB_MUSIC_VOL_CHAN option. Please see the documentation for details.
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Jeffmakesgames
Posts: 14


« Reply #2 on: 21 Sep '11 - 13:17 »
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Actually, I am using XMplay to play the mo3.  I took a look at BASS but have no idea what is done with that.  I assume this involves programming of some sort?
« Last Edit: 21 Sep '11 - 13:25 by Jeffmakesgames » Logged
Ian @ un4seen
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« Reply #3 on: 21 Sep '11 - 13:33 »
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Oh, OK. In XMPlay, the channels can be muted/unmuted in the "MOD Pattern Display" vis window, by middle-clicking on a channel column or using the "MOD pattern" keyboard shortcuts.
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Jeffmakesgames
Posts: 14


« Reply #4 on: 21 Sep '11 - 13:41 »
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I... never knew this. O:

*goes and tries it*



YAAAAAAAAAAAAAAY Cheesy
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