Muting audio

Discussions about all other tools (CusPop, SAV/HOF editors) and hex editing.
Post Reply
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5745
Joined: April 9th, 2009, 10:58 pm

Muting audio

Post by Norbert »

I generally start apoplexy with -n (--noaudio) to make it not play sound effects.
One reason is that it allows me to better hear music I'm listening to while working.
I would be nice if apoplexy, when started this way, would also mute all game audio (sound effects and music) when playtesting.
Of PoP1 for DOS, PoP2 for DOS, PoP1 for SNES, and when running SDLPoP and MININIM.
But accomplishing this appears to be surprisingly difficult.
PoP1 for DOS has Ctrl-S, which does not work for 1.0.
PoP2 for DOS has command-line options NoLoadSound and NoSounds.
PoP1 for SNES has nothing, I think.
I don't think there's an option to redirect audio to NUL (Windows) or /dev/null (Linux) either.
So, I think maybe I need to give up on the idea of having apoplexy mute game audio...
Or can certain hex edits save the day?
David
The Prince of Persia
The Prince of Persia
Posts: 2848
Joined: December 11th, 2008, 9:48 pm
Location: Hungary

Re: Muting audio

Post by David »

Norbert wrote: October 15th, 2020, 8:26 pm I generally start apoplexy with -n (--noaudio) to make it not play sound effects.
One reason is that it allows me to better hear music I'm listening to while working.
I would be nice if apoplexy, when started this way, would also mute all game audio (sound effects and music) when playtesting.
Of PoP1 for DOS, PoP2 for DOS, PoP1 for SNES, and when running SDLPoP and MININIM.
You could mute the emulators instead of the games.
For DOS you could mute DOSBox, with the nosound option in dosbox.conf.
For SNES you could mute ZSNES, with the soundon option in zsnesw.cfg.

Now, if you want to integrate this into Apoplexy, editing the text files from C might not be easy to do. (You could use sed...)
So I looked into the docs of the emulators to see if there is some other way.

ZSNES has the -ds command line option to disable sound output.
With DOSBox you can use this command line option: -c "mixer master 0"
Snes9X has a -mute option, but it works only in 1.51, not in 1.53 or 1.60. (bug?)

For MININIM use: --sound=false
SDLPoP doesn't have an option for this, but I could add one.
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5745
Joined: April 9th, 2009, 10:58 pm

Re: Muting audio

Post by Norbert »

David wrote: October 18th, 2020, 10:55 pmYou could mute the emulators instead of the games.
Oh, wow, why didn't I think of looking into that...
Thanks. :)
User avatar
dmitrys
Developer
Developer
Posts: 195
Joined: October 1st, 2020, 6:05 am

Re: Muting audio

Post by dmitrys »

David wrote: October 18th, 2020, 10:55 pm SDLPoP doesn't have an option for this, but I could add one.
SDLPoP also has an issue where music is being played in cut scenes when the sound is off in the game.
David
The Prince of Persia
The Prince of Persia
Posts: 2848
Joined: December 11th, 2008, 9:48 pm
Location: Hungary

Re: Muting audio

Post by David »

dmitrys wrote: October 19th, 2020, 3:19 pm SDLPoP also has an issue where music is being played in cut scenes when the sound is off in the game.
Thank you for reporting, I didn't know about this.
(This tells a lot about how much I don't use SDLPoP nowadays...)

I fixed it now: https://github.com/NagyD/SDLPoP/commit/ ... b4a218eb82
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1785
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Muting audio

Post by atrueprincefanfrom18 »

Even the newly added feature of ` fast forwarding the game, also affects how cutscenes are shown. The music is not fast forwarded, so only after the music is played the game starts. And if the graphics finish early, a black screen is shown (from my brain memory. I don't really remember clearly).
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
Post Reply