Thank you for the response!
I think this confirms that this wouldn't be viable for my use case. I have upwards of 4 polyphonic synths at once, and the goal was to create hours of music with a small file-size.
It's not imperative to my project, just something cool i wanted to do, so it makes sense to leave it behind and just focus on good compression practices.
I noticed in the pro demo if i set the polyphonic number to 16 and played 7-8 notes my fps would drop as well. It was a good learning experience!
Thanks again for the response and I'll probably find a use for the project down the line :)
bananoski
Creator of
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Hey how's it going? I really love this kind of project.
I have a question: Is it realistic to try replacing game music with this synth engine?
Or in your experience is something like that reasonable?
I just bought it today, and i got midi-playback working, but the performance is pretty low. I'm testing it in game, but a song with rhythmic chords and lead tanks my FPS. I optimized a bit here and there, but i'm starting to think the whole premise of recreating my synth music in engine like this is not feasible.
My main interest is to be able to put lots of music without large files, and lean into the other perks of live-rendered music.
I finally booted up Dujanah last night. I've played quite a few of Jacks other games. Each one was a good experience and felt worthwhile to play, but after a few hours of play I can say that Dujanah is in a league of it's own. I'd say it's somewhat of a masterpiece. A very well layed out open world adventure punctured by deep rabbit holes. Dujanah has elements of great Cult Classic Rpg Maker games and classic rpg mechanics, striking new territory for both genres. This is exactly the type of game I've been looking to dive into.


