Something I, and I'm sure plenty of others, would like to see soon is the new audio functions to be brought into parity with the old sound functions.
A specific problem for me is the lack of independent music volume control, perhaps something like audio_music_gain() would be consistent with the syntax of the other audio functions. I can't understand why this hasn't been implemented yet, given that it seems so logical to have it.
Right now I have a project of about 30,000 lines of code, and want to switch over to the new audio engine, auditing the code for every sound function to replace the legacy sound functions with the new audio, but this is one function that is holding me back.
I know there are workarounds to use sound emitters to play music, but these are very inelegant, and I don't want to carry out a 2nd code audit when a proper music gain function does eventually become available.
Right now GM:S does not support Bluetooth devices, which include keyboards, gamepads, and the iCade. Russell suggested we have a vote to gauge interest for its inclusion.
I can't honestly say what the commercial value is for this feature at this point in time, but I do believe it has potential by virtue of its extreme coolness. The coolest game console that most of us never got to play or even see in real life was the legendary Vectrex: http://en.wikipedia.org/wiki/Vectrex
The benefit of Bluetooth support, as I see it:
We missed out on the Vectrex, but we get a second chance with the iCade, and having our GM:S games running in the iCade will be an emotional epiphany that can be rivalled by few other things in our gaming life. Jeff Minter apparently feels the same way, as his games support the iCade.
So if this is something you'd like to see, please voice your support in this thread.
PS. Though the iPad is about 70% of the tablet market, hopefully the iCade or equivalent will become available for Android too.
A question asked from a state of total ignorance: Has anyone gotten GM:S to work with the iCade controller, or any bluetooth controller for that matter? Or at least have some idea how this might be done?
I'm hoping that this could be done without needing extensions, which aren't due till GM:S 1.3.
Just playing around with the new audio system and I've run into a problem:
Music can be played and looped with the function audio_play_music(), but the only way to change the volume seems to be using the audio_master_gain() function.
The help docs describe audio_master_gain() as:
With this function you can set the absolute value for the global volume of all sounds and music. It is based on a linear scale from 0 (silent) to 1 (full volume) and will affect the relative volume of all sounds and music played from within your game.
So how do you change the music volume independently of the volume of any other sounds, such as having the music fade in or out, while the normal game sound effects remain the same volume?
I have noticed that when a Windows executable created with GM:Studio starts up, if you set the title of the game with window_set_caption() as the very first thing the program does in the Game Start Event (or the creation code of the first room, if one so chooses) it takes some time for the window to actually display this, and until it does so, it displays the default "GameMaker:Studio" in the window title bar for a few seconds until whatever title you manually set kicks in.
This looks a bit unprofessional, is there any way to ensure that the window_set_caption() or equivalent method of setting the title bar is only displayed?