I think my requirements have not quite been understood... I do not want to actually generate the sounds on the fly.... what I am after is a way of creating a sound file using code.
So.. instead of loading sounds at the start of my App I build them using simple method calls : say for example :
shootingSound:TSound = CreateSound(1,10000,12000,0,255)
woud create a soundbank that playes a sound rising from 10000hz to 12000hz and volume rising from 0 to max over a timespan of 1/10 second.
AppendSound(shootingSound,5,12000,12000,255,255)
would append the the soundbank a sound of 12000hz and full volume for 5/10 seconds.
AppendSound(shootingSound,10,12000,8000,255,0)
would append to the soundbank a sound with a freq falling from 12000 to 8000, volumne falling from max to zero for 10/10 seconds.
then in my game I can just PlaySound(shootingSound)
Its really just for sound effects.
Is this easily possible using the Audio lib supplied with BMax ?
So.. instead of loading sounds at the start of my App I build them using simple method calls : say for example :
shootingSound:TSound = CreateSound(1,10000,12000,0,255)
woud create a soundbank that playes a sound rising from 10000hz to 12000hz and volume rising from 0 to max over a timespan of 1/10 second.
AppendSound(shootingSound,5,12000,12000,255,255)
would append the the soundbank a sound of 12000hz and full volume for 5/10 seconds.
AppendSound(shootingSound,10,12000,8000,255,0)
would append to the soundbank a sound with a freq falling from 12000 to 8000, volumne falling from max to zero for 10/10 seconds.
then in my game I can just PlaySound(shootingSound)
Its really just for sound effects.
Is this easily possible using the Audio lib supplied with BMax ?