Post Reply 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Adding rumble support
05-04-2015, 06:32 AM (This post was last modified: 05-04-2015 06:34 AM by [Unknown].)
Post: #5
RE: Adding rumble support
The trouble with adding function calls is that you have to expand function sizes. Sometimes this can cause bugs in new memory usage, so it'll be a unique thing with each game.

Another idea is like debug breakpoints - when the code hits a certain PC (potentially with a register than has a certain value or etc.), trigger rumble. This is a lot more limited, but means no code changes, so a bit quicker. Still a ton of work to find the trigger points in each game.

Sound effects are sent as raw data, either PCM, VAG (ADPCM), ATRAC3/ATRAC3+, MP3, or AAC. And rather than sending files, it sends frames of the audio, so he best you could do is fingerprint it or do "mood" analysis. Which might not be awful in its own way, I guess.

Note that a game may likely use ATRAC3+ for all of: voices, background music, and sound effects. Telling them apart is difficult at best. The good news is you can at least tell movie music apart.

There is an optional channel mixer games usually use. You could potentially apply heuristics to it to see when it's playing short sequences and then stopping for a while. That might detect sound effects.

Find all posts by this user
Quote this message in a reply
Post Reply 

Messages In This Thread
Adding rumble support - Anarky - 04-29-2015, 06:36 AM
RE: Adding rumble support - GamerzHell9137 - 05-01-2015, 10:01 AM
RE: Adding rumble support - Bigpet - 05-01-2015, 10:59 AM
RE: Adding rumble support - Anarky - 05-04-2015, 01:44 AM
RE: Adding rumble support - [Unknown] - 05-04-2015 06:32 AM

Forum Jump: