diff --git a/docs/rp412-handbook.html b/docs/rp412-handbook.html index 3f4e82a..60ac4f6 100644 --- a/docs/rp412-handbook.html +++ b/docs/rp412-handbook.html @@ -273,6 +273,11 @@ border-color: #6d5a1c; background: linear-gradient(180deg, #251d08, #171205); } + .key[data-role="audio"] { + color: #7fd4ff; + border-color: #23566d; + background: linear-gradient(180deg, #0a1f2a, #061219); + } .key[data-role="abort"] { color: #fff; border-color: #8a2f2a; @@ -317,6 +322,7 @@ .lg-flight { color: var(--phosphor); border-color: currentColor; background: #10281a; } .lg-mfd { color: #ff9a8c; border-color: currentColor; background: #2a100e; } .lg-col { color: var(--amber-lit); border-color: currentColor; background: #251d08; } + .lg-audio { color: #7fd4ff; border-color: currentColor; background: #0a1f2a; } .lg-off { color: #4e6a5c; border-color: #1d2b24; background: #101a16; } /* ---------- pad ---------- */ @@ -866,6 +872,7 @@ flight & stick MFD button banks secondary / screen columns + volume & bass unbound @@ -1313,10 +1320,92 @@ +
+

Why the sound changed

+

+ Red Planet's sound effects were never files. They lived as samples inside + two Creative AWE32 cards, uploaded from a pair of soundbanks and played + back like an instrument — each sound a chord of up to four layers, every + layer with its own pitch, its own level and its own filter. The port that + brought the game to the desktop had those banks but not the cards, so the + layers were flattened into plain wav files, and a good deal was lost in + the flattening. +

+

+ The original banks have been read again, and the sounds rebuilt from + them. +

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + +
What came back
Pitch + Every sound had been shipped at one flat rate with the banks' + tuning discarded, so most of them played at the wrong speed — the + worst by nine semitones. The deep layers suffered most, which is + why the game now has weight it did not have: a collision thud + that lasted a twentieth of a second is two thirds of a second at + the pitch it was written at. +
Layers + Ninety-three sounds were missing pieces — a hundred and + seventy-six layers in all, most of them the low rumble that sits + under collisions and explosions. +
Distance + Sounds carry across the arena on the curve the designers wrote + rather than fading to nothing in a straight line, and they get + duller as they get further away, as they did in the pod. +
Space + Anything outside the craft has the arena's reverb on it; the + cockpit stays dry. That contrast is how the pod told you which + side of the hull a sound was on. +
Movement + Passing craft change pitch as they pass. The port had this + backwards — approaching sounds dropped in pitch instead of + rising. +
+
+ +
+

+ If it is too much, that is what the knobs are for. + The cabinets ran the game at full level and did their shaping in + hardware — an amplifier and a three-way crossover behind the seat, out + of the player's reach. Your desk has neither, so + PgUp and PgDn stand in for the amplifier and + Home and End for the crossover's low band. Both move + while you play, and both stay where you leave them. The bass control + works on the deep layers only, so turning it down takes the weight out + of the collisions without dulling anything else. +

+
+
+

Files beside the exe

- Four files in the game folder are yours. None of them ship. The + Six files in the game folder are yours. None of them ship. The game writes each one the first time it needs it and then never touches it again, so a new build dropped over this folder keeps everything you have set — and deleting any of them simply starts that part over with @@ -1357,6 +1446,22 @@ flag. Only written when RP412MFDLAYOUT=save. + + volume.cfg + + Where you left the master volume, written every time you press + PgUp or PgDn. Overrides + RP412AUDIOVOLUME once it exists; delete it to go + back to that. + + + + bass.cfg + + The same for the bass trim, on Home and End, + overriding RP412AUDIOBASS. + + @@ -1412,7 +1517,7 @@ // Key rows, straight from the default bindings profile. // [cap, sub-label, role, address, description, widthClass] - var F = "flight", M = "mfd", C = "column", X = null; + var F = "flight", M = "mfd", C = "column", A = "audio", X = null; var SP = "spacer"; @@ -1481,8 +1586,8 @@ ]; var navRows = [ - [["Ins", "", X], ["Home", "", X], ["PgUp", "", X]], - [["Del", "", X], ["End", "", X], ["PgDn", "", X]], + [["Ins", "", X], ["Home", "BASS +", A, "", "More bass — steps the low band up towards the mix as authored"], ["PgUp", "VOL +", A, "", "Master volume up, in steps of 0.05"]], + [["Del", "", X], ["End", "BASS −", A, "", "Less bass — trims the deep layers, mid and top untouched"], ["PgDn", "VOL −", A, "", "Master volume down"]], "grow", [["↑", "HAT", F, "0x42", "Hat up — look"]], [["←", "HAT", F, "0x44", "Hat left"], ["↓", "HAT", F, "0x41", "Hat back"], ["→", "HAT", F, "0x43", "Hat right"]]