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Echo SFX Problem

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Okay, the echo effect that one hears in SMW cave levels is starting to become a problem. For example, one of my levels is a castle, it goes fine until two areas later and the sound effects start to echo! I have tried EVERYTHING to get rid of the echo effect but it won't go away. At the end of another level I made the sound effects are fine until the player runs into one of those swoopy bat enemies from the cave level, and then everything starts to echo...

However, some levels echo without ANY cave elements in them whatsoever. One level that was echo-ing, I changed the index of graphics for EVERYTHING to either Normal 1 or Mushroom 1 and still no luck and the freaking thing still echoes.

Has anyone else had this serious of a problem with the gosh darn cave echo effect and if so, how the heck do you fix it????????
one question how do you get levels to echo?
I don't have an answer to your question but as a heads up it's usually bad practice to bump a thread more than a month old let alone 10 years


Holy nine-year bump, Batman. For future reference, make a new thread for your questions rather than replying in someone elses (especially if that other thread is over a month old).

To answer your question before closing, though, this was actually originally an unintentional issue with old AddMusics, and the newest version of AddMusic (AMK) fixes it by default. To un-fix that, you have to run a bit of code for your level through UberASM:
Code
Init:
	LDA #$06
	STA $1DFA
	RTL

This will allow any echo effects from your music to carry into the sound effects. Note that this means your music has to have an echo effect set up to begin with; if it doesn't already, you'll have to manually add one. This tutorial explains how to do so if you want to, and also can help you understand music files in general.

edit: I've been told that in sublevels (levels other than the main one), you may have to change "Init" to "Main" in order for it to properly work.

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