Ok that feature of QTM doesn't always work as well as it should, but particularly not with 3-channel music, such as MusMod music. Krisalis games used Amiga tracks for the most part, and most of those Amiga tracks were 3-channel with the 4th blank channel reserved for sound effects.JonAbbott wrote:I let QTM decide what channel to put the sound on, doesn't sound like it's working as well as I'd hoped.
However QTM assumes 4-channel music with even note distribution, so when it looks for a blank channel to play the effect, it starts at channel 1, checks if a note is playing, if one is, it tries channel 2...and so on. In order for 3-channel music to sound good you get a large number of different instruments squeezed into the first three channels, so any effect that plays on one of these channels is more likely to get cut more rapidly than 4 channel music, as the next note/instrument plays. And QTM rarely gets as far the the 'official' blank channel no.4 - as the first three channels' notes are usually short and switch rapidly - so there are often apparent blank channels, but really just between notes...
Anyway - I'll improve the detection method some day...
For now, best thing is to select channel 4 (I believe) for all effects.
Steve