I am trying to make an arcade-like game for the Arduboy, where the player’s task is to push boxes off ledges to destroy enemies with those boxes as the player travels through a series of monster-infested levels.
I also want to make more game for this miniature device.
So I’ve been wondering if we can use the beeper (sounds effects, tom-tom drums) and Team ARG’s ATM library (music) simultaneously.
There will be a mobile version of the mentioned arcade game.
I would like this arcade game I’m making to be the Super Mario Bros. of the Arduboy in a sense that it does a lot with little.
The music would be tricky to compose for this without the music getting boring over time. There will be a PC, iOS and Android remake of this game. Might add a classic mode (conversion of the Arduboy version) there.
And I want the sound effects to be played without being corrupted by the effects (tremolo, volume bend, frequency bend, vibrato) that are applied to the music.
I’m not sure what state it’s in (there’s been no updates for nearly 2 years) but you could look at using ATMlib2. If it works, it should be able to do all you want.
What kind of “special effects” do you want. If all you want are simple square wave tones, another alternative is to use either ATMlib or ATMlib2 for the music and play the simple sound effect tones using an Arduboy2 library “BeepPin” class. You would have to modify the ATM library to use only one pin. Currently the ATM libraries use both pins but only to produce higher volume output. Changing either one to use only one pin should be fairly simple.
I started making chiptunes on BeepBox. I didn’t really upload those at first, but after years of practice and experience, BeepBox mods and BeepBox updates, I can now make video game music.
I even started making FL Studio music. The feel of the tunes I made on FL Studio recently is basically the same as it would on BeepBox, possibly due to various things that influenced my creativity and me getting the hang of how to compose music.
And hasn’t been updates for 2 years? That’s because I knew nothing about the Arduboy back then and I wasn’t even in this community.
Presumably the two libraries would be trying to control the same hardware,
so they’d end up conflicting with each other and the result would probably be somewhere between barely audible squeaks and an ear-rupturing cacophony of noise.
Theoretically it ought to be possible to do beeps on one sound pin and music on another,
or to mix the two (which is what I believe modern video games do),
but I’m not sure if there are any ready-made solutions capable of doing either of those.
If there is, it’ll probably be ATMLib or ATMLib2.
If there isn’t you’ll either have to write something yourself or make do without.
Looking at it I’m not sure how you’d get the music onto the Arduboy.
I can see that it’s possible to get the song data as a base64 encoded string,
but I’m not sure what format the raw bytes are in.
If they’re in PCM then you might be in luck, otherwise it might be somewhat difficult.
But fortunately it’s open source so anyone can pick it up and continue from where they left off.
What I’m asking is what kind of sounds do you want for your sound effects, like when a character jumps, shoots, runs into something, etc.
Are simple square wave tones good enough?
Do you want the background music to continue to play while an effect is sounding or can the music be muted during an effect?