What about having vibrato in the tone synth object? It'd be nice for
horror tonal sounds and stuff.
And multiple pitch bends would be nice, too.

On 1/11/11, Damien Pendleton <dam...@x-sight-interactive.net> wrote:
> Hi Shaun,
> This is not exactly shared code, but rather something that has already been
> released with BGT 1.0 in the include libraries.
> However I have already asked to be invited to the BGT dropbox folder, with
> no reply.
> Regards,
> Damien.
>
>
> ----- Original Message -----
> From: "shaun everiss" <sm.ever...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Tuesday, January 11, 2011 9:36 AM
> Subject: Re: [Audyssey] BGT future development
>
>
>> damien, if you have some stuff worth while  to share, you should ask
>> keywasfull on klango to get invited to the bgt folder.
>> Just use the handle crashmaster.
>> This goes to anyone that has something usefull, game, code, etc.
>> There are no actuall rules, but I don't think we would accept any crappy
>> things though I am not sure what these are.
>> I don't run the box but if you have something you think people would like
>> then fine.
>> Note, no cracked things please.
>> Oh also note, people will happily hack your stuff, make suggestions and
>> look at your games.
>> I in fact often test latest betas of stuff on the fly and ask questions,
>> report bugs and hack a bit at code.
>> If you don't want to or are not ready but don't want to share to much, you
>>
>> can send files etc.
>> Each user has their directory in the folder that programs.
>> several are on this list.
>> I don't know what you would need to be invited but mentioning what you
>> have will help.
>> At 10:23 p.m. 11/01/2011, you wrote:
>>>Hi Liam,
>>>I don't believe there were any plans to implement graphical interfaces in
>>>BGT due to the tricky nature of figuring out control sizes, icons and the
>>>like. It is for this reason that I wrote an extensive class on what I have
>>>
>>>called an audio form, which basically simulates the functionality of a
>>>graphical interface without having to worry about such issues. It simply
>>>uses a so-called control type flag which tells the form whether the given
>>>control is a button, a text box, a checkbox, a status bar, a progress bar
>>>etc and acts depending on that flag, if that makes sense. It does use Sapi
>>>
>>>for the audio output, but that's only to be expected when you don't know
>>>what text will appear on the controls.
>>>Naturally, you can also check the status of controls, for example the
>>>is_pressed method checks whether a button is pressed so you can act
>>>accordingly. You also have get_text, is_checked etc to figure out the
>>>contents of various controls.
>>>Regards,
>>>Damien.
>>>
>>>
>>>----- Original Message ----- From: "Liam Erven" <liamer...@gmail.com>
>>>To: "'Philip Bennefall'" <phi...@blastbay.com>; "'Gamers Discussion list'"
>>>
>>><gamers@audyssey.org>
>>>Sent: Monday, January 10, 2011 10:06 PM
>>>Subject: Re: [Audyssey] BGT future development
>>>
>>>
>>>>I would like to see eventually a physical game UI such as buttons, boxes
>>>>and
>>>>the like.  It would be useful for us who want to create configuration
>>>>dialogues, or possible some secondary kind of apps.
>>>
>>>
>>>---
>>>Gamers mailing list __ Gamers@audyssey.org
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>>>please send E-mail to gamers-ow...@audyssey.org.
>>
>>
>>
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>
>
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