This updated version uses an undocumented stat() parameter to detect when the music has stopped and restarts it as needed. I also seeded some of the unused sfxs with some random clicks and buzzes.
This was just a quick experiment to see if stomping on the music and sound effects areas of memory might make for interesting audio.
I played with different types of damage (and repair) to the memory. But I was just treating it as one big chunk of memory. If you started manipulating patterns individually, you could probably get more useful results.
Sometimes it is interesting. Sometimes, not so much. And sometimes it even stops. (If one were sufficiently motivated, he or she could probably ensure that no loops were ever set to "stop".
Would love to hear from anyone else who has done anything similar.
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