XNA Creators Club Online
community forums

Search Forums

Page 1 of 2 (11 items) 1 2 Next >
  • Re: Sync to BPM ?

    But the timing is terrible... :( If I run a looped cue with a single sound (sound 1) and then run another cue with two ordered sounds (of the exact same size as sound 1)... Then playing both cues will start in sync and sound okay initially, but then the ordered cue will slowly drift out of sync.... Another idea was to set instance ...
    Posted to Audio/XACT (Forum) by Lama on 8/21/2009
  • Re: Sync to BPM ?

    Well, to be fair, turns out you CAN sequence a series of wav files in XACT. The idea is to add several wave files to a simple "play wave" in a track and setting the cue as "ordered". Then enable "infinite" loop and "new wave on loop" on that play wave. Technically this means that the cue sounds will ...
    Posted to Audio/XACT (Forum) by Lama on 8/20/2009
  • Re: Sync to BPM ?

    Well, after playing with XACT I'm about to give up... It turns out you CAN trigger multitrack cues and let it start a new sound immediatly when the current sound/loop ends by using transitions and "stop as authored" in XNA/XACT, thus keeping in sync. But the problem is that it starts a "sound" and not another ...
    Posted to Audio/XACT (Forum) by Lama on 7/8/2009
  • Re: Sync to BPM ?

    Thanks for your reply. Your approach just might work. Although I'm still not sure that the actual sample _triggering_ is sample-accurate?! And I'm an xna noob, so you're right, I didn't know those audio/XACT tweaks you mention. But getting a mediocre(10ms) beat sync by running a busy loop on a separate CPU/thread is hardly a ...
    Posted to Audio/XACT (Forum) by Lama on 7/5/2009
  • Re: Sync to BPM ?

    Well, to be honest it is not clear to me how xna handles audio internally. But I know XAudio2, and it seems to me that the problem isn't calling Play(...) at an exact time of the beat: I made a small test where I update every 20th millisecond ( TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 20) ) And call Play() using a 1 sample impulse ...
    Posted to Audio/XACT (Forum) by Lama on 7/1/2009
  • Re: Sync to BPM ?

    Thanks so much for the replies! I've tried your code MrLeebo. I can see that this would work for, e.g., a very simple rythm game or as a rough beat estimate, but for sample triggering in a music player it is too inaccurate imo. By recording the output and comparing it to a sample-accurate example, running at 138 BPM, I've ...
    Posted to Audio/XACT (Forum) by Lama on 7/1/2009
  • Re: Sync to BPM ?

    Thanks, but I'm sorry, I'm not talking about BPM detection (although that is another interesting topic)... What I'm looking for is really simple: I want to be able to trigger a sample (say a kick drum for instance) in a constant fixed tempo (say 120 BPM). EDIT: Sorry that my original question was unclear.
    Posted to Audio/XACT (Forum) by Lama on 6/30/2009
  • Re: Sync to BPM ?

    Thanks for the reply, and so sorry for any double posts(EDIT: I accidentally posted this first in the DirectX Audio forum)... Looks to me like GetVisualizationData returns something similar to the FFT of the audio output. I don't see how that would help me play a sample in sync to a song?
    Posted to Audio/XACT (Forum) by Lama on 6/30/2009
  • Sync to BPM ?

    Hi! Is it possible to sync audio samples to the BPM of a song in XNA ? I want to make a music player, so the sync should be sample-accurate to the BPM. Looking through the XNA 3.1 API this seems impossible, but maybe I am missing something? Thanks so much for any reply. - Lama
    Posted to Audio/XACT (Forum) by Lama on 6/30/2009
  • Re: Exact beat sync in XNA?

    Sorry, maybe this is more of an XNA question. But I'm still interested if anyone here have some info..perhaps interfacing DirectX/XAudio2 to XNA in some way. Thank you.
    Posted to Audio/XACT (Forum) by Lama on 6/30/2009
Page 1 of 2 (11 items) 1 2 Next >