Um, I'm just a lowly sound engineer and composer, not a programmer anymore

; but from what I've gathered from various programmers.. becuase of the obvious lack of on board sound hardware, many programmers/developers who want to use music in their games are using a MOD file decoder/player, which can cover any of the mod formats xm, s3m, it, or mod, becuase of the ability to embed the instrument samples in the file. Some programming teams, such as brain drain (short story I don't want to tell), have asked to only write using 4 channels (which I might add, 4 channels is a total bitch btw, custom samples of different chords for same instruments.. if you know music stuff..) to leave plenty of room for SFX channels. On the other hand, Peter Balogh has only requested that I don't exceed eight sound channels, which is fine by me (only prob is trying to keep the samples low by compression without losing sound quality, for a samller file size); I believe I read (or heard?) somewhere that the PPC has something like 16 open sound channels using a method like this, while using normal wav files for SFX.<br>Then again, Fredrik Malmer (weeboo and argentum author), is sticking to mixing only plain wav files (not PCM), a short looped wav file for music, and other wavs mixed in for SFX.<br><br>I hope that cleared something up. If not, ignore everything I wrote above and pretend it never happened
