I noticed that playing a sound effect by calling sfx() without specifying a channel will stop all music in a channel until the next music pattern. If a game has very fast patterns, it might not be too noticeable. In games with long/slow music patterns though, you definitely notice it. The issue is easy to reproduce in this cart: Evan the Astronaut 2
In the real Pico-8 engine, when you get a comet or a planet, you won't really notice a big change in the music since it resumes again right away. However, in fake-08 an entire portion of the music (beat, bass, or melody) will be missing for a good few seconds until the start of the next music pattern.
I'm having this issue even when I specify channels. For instance, I have a continuous track on channel 0, and an as-needed sfx on channel 1, and anytime channel 1 is fired, channel 0 is muted entirely.
I noticed that playing a sound effect by calling
sfx()
without specifying a channel will stop all music in a channel until the next music pattern. If a game has very fast patterns, it might not be too noticeable. In games with long/slow music patterns though, you definitely notice it. The issue is easy to reproduce in this cart: Evan the Astronaut 2In the real Pico-8 engine, when you get a comet or a planet, you won't really notice a big change in the music since it resumes again right away. However, in fake-08 an entire portion of the music (beat, bass, or melody) will be missing for a good few seconds until the start of the next music pattern.