dannye/pokered-crysaudio

Noise channel doesn't always complete fade out

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In Red, the noise channel is allowed to continue to fade out even after the sfx data has completed. The noise channel will even continue to fade out while a new sfx plays as long as the new sfx doesn't use the noise channel.

Crystal doesn't allow this. The sfx data in Crystal seems to have partially accounted for this change by simply extending the duration of the last note of the noise channel to allow enough time for the fade out to complete.

The result for now is that the noise channel is sometimes abruptly clipped. This is most noticeable in the intro battle/title screen sequence or during battles.