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Playing sfx stops entire channel until next music pattern #207

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rikimbo opened this issue Jul 23, 2023 · 1 comment
Open

Playing sfx stops entire channel until next music pattern #207

rikimbo opened this issue Jul 23, 2023 · 1 comment

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@rikimbo
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rikimbo commented Jul 23, 2023

I noticed that playing a sound effect by calling sfx() without specifying a channel will stop all music in a channel until the next music pattern. If a game has very fast patterns, it might not be too noticeable. In games with long/slow music patterns though, you definitely notice it. The issue is easy to reproduce in this cart: Evan the Astronaut 2

In the real Pico-8 engine, when you get a comet or a planet, you won't really notice a big change in the music since it resumes again right away. However, in fake-08 an entire portion of the music (beat, bass, or melody) will be missing for a good few seconds until the start of the next music pattern.

@ShadowDrakken
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I'm having this issue even when I specify channels. For instance, I have a continuous track on channel 0, and an as-needed sfx on channel 1, and anytime channel 1 is fired, channel 0 is muted entirely.

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