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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185147
03/07/08 17:32
03/07/08 17:32
Joined: Jul 2000
Posts: 28,126
Frankfurt
jcl Offline

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jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,126
Frankfurt
It will be addressed, but in the medium range. We have not yet made up our mind which sound library we should use when we go away from DirectSound. There is one library that is really good, but won't give us a license. All the suggestions are relatively easy to implement, but I don't want to implement them before the change.

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: jcl] #185148
03/07/08 17:58
03/07/08 17:58
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
fmod? bass?

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: FBL] #185149
03/07/08 20:17
03/07/08 20:17
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
i'd love to see enabling the fx of directSound first. why not? whats so bad about directSound?

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: ello] #185150
03/10/08 18:36
03/10/08 18:36
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
As this seems to gain some brain storming character I'd like to throw in an additional idea. I'd love to see two functions, tha first one returning how many audio channels are used and the second one how many audio channels are available.


Always learn from history, to be sure you make the same mistakes again...
Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: Uhrwerk] #185151
03/10/08 20:29
03/10/08 20:29
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
I think the GS audio system doesn't work with channels... otherwise we would have REALLY cool features.. like in every other sound engine

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185152
03/11/08 13:39
03/11/08 13:39
Joined: Jul 2000
Posts: 28,126
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,126
Frankfurt
Ello: The problem with DirectSound is that the latest version (DS8) does not support stereo sounds in 3D. Of course, stereo sounds can not be played anyway in 3D, but DS7 played them in mono while DS8 just crashes. Sound effects require DS8, but many users have stereo sounds in their games, and that was what prevented us from going to DS8 from DS7. Of course we could work around the the problem, but we thought that it would not worth the hassle.

Uhrwerk: You can check the number of available channels through the snd_playing() function. The sound handle is just an int that is increased by 1 every time a sound is played. So when using the handle from the last sound and counting it down to zero you can get the number of playing channels. The maximum is 32 channels.

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: jcl] #185153
03/11/08 13:54
03/11/08 13:54
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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Joined: Jul 2001
Posts: 6,904
In which audio engine are you interested in? You said you are looking for some already existent engines..

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185154
03/11/08 17:13
03/11/08 17:13
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Now that's some usefull information. Thank you, jcl.


Always learn from history, to be sure you make the same mistakes again...
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