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Advanced Sound Manager - first working Beta!
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AlumiuN
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PostPosted: Sun Jan 11, 2009 5:05 pm
   Subject: Advanced Sound Manager - first working Beta!
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I've finished most of the code, but I'm having some small crash problems (as in large crash problems). I think the problem is when it is trying to cache everything - therefore in the ASM_Cache function in vieasm.cpp. Here is the code and instructions on how to install it to get it working on Wolf4SDL v1.6. I would really like to get this working. Smile

EDIT: Here are the download links for the working versions:

Pre-Installed on Wolf4SDL v1.6

Code with installation instructions (for those of you have have made significant changes Smile

EDIT 2: Updated the instructions in the Code archive. Thanks for pointing my error out, Richter. Smile

EDIT 3: New version - VIEASM v0.9.1 Patch
This version allows you to change the volume and reverse the stereo channels. See here for a tutorial that implements both of these with a new sound menu. Smile


Last edited by AlumiuN on Tue Nov 10, 2009 12:57 am; edited 4 times in total
AlumiuN
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PostPosted: Mon Jan 12, 2009 11:52 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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*BUMP*

Anyone taken a look at this yet?
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PostPosted: Tue Jan 13, 2009 6:15 pm
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I don't really know enough about Ripper's cache routine to help. I do remember him saying that all the VGAGRAPH images are loaded up in one foul swoop, from beginning to end, when the EXE starts up. The AUDIO cache manager might work the same way, but I don't really know. Sad
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PostPosted: Tue Jan 13, 2009 11:20 pm
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Nonononono, this is _my_ cache function that is screwing up, not Ripper's ID_PM one. This caches the external sounds itself.
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PostPosted: Sat Jan 24, 2009 3:58 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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*BUMP AGAIN*

C'mon, guys!

I'll give you a clue: it involves the functions CA_LoadAllSounds in asmcomp.cpp and ASM_Cache in vieasm.cpp.

Please? Smile
AlumiuN
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PostPosted: Wed Feb 04, 2009 3:39 pm
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*FINAL BUMP*

Otherwise I'll bug Ripper or Adam with it. xD
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PostPosted: Wed Feb 04, 2009 7:36 pm
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AlumiuN wrote:
*FINAL BUMP*
Sorry to keep you hanging like this. This past weekend was much messier than usual, and I've been porting the BunkerSDL code to WolfDX since then. I'll try to look it over this Friday.

Quote:
Otherwise I'll bug Ripper or Adam with it. xD
If you do get in touch with Ripper, you might want to let him know about the bugfixes I posted involving the floor/ceiling and rain/snow code. Smile
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PostPosted: Thu Feb 05, 2009 4:54 pm
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lol... Tricob ... are you very far into converting and moving routines into the Bunker SDL? or are you taking code from the Bunker and putting it in DX??

Once the code from the Map of the Month is bug free... I'll be posting it.. lol...

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PostPosted: Thu Feb 05, 2009 6:55 pm
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I'm moving routines too since I wasn't able to compile with the bunker source itself for some weird reason...
or maybe I did succeed.. ah yes, I did. But, when I usually compile the code the new EXE. appears in the source folder and for some reason I didn't got any EXE. Neutral

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PostPosted: Thu Feb 05, 2009 7:22 pm
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Tricob wrote:
AlumiuN wrote:
*FINAL BUMP*
Sorry to keep you hanging like this. This past weekend was much messier than usual, and I've been porting the BunkerSDL code to WolfDX since then. I'll try to look it over this Friday.

Quote:
Otherwise I'll bug Ripper or Adam with it. xD
If you do get in touch with Ripper, you might want to let him know about the bugfixes I posted involving the floor/ceiling and rain/snow code. Smile


I didn't mean just you Tricob, but thank you anyway. Smile I don't mean to bug everyone with this (no pun intended) but this is holding up EoC which both Duartuss and I have been working on for nearly a year now, so I'm really itching to get it done. Smile
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PostPosted: Thu Feb 05, 2009 8:23 pm
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BrotherTank wrote:
lol... Tricob ... are you very far into converting and moving routines into the Bunker SDL?
It's over 90% complete. Also added are a few extras, like having it not show that colored line in the "Get Psyched!" window; just add a define in VERSION.H. Smile
AlumiuN
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PostPosted: Tue Feb 17, 2009 11:55 pm
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Well, I has an update! Thanks to Ripper, this now works! As such I shall release it as beta for now. You can find the links in the first post. One note: sounds at the standard 6896 Hz will play too fast and very high, and the best quality to use is 44100 Hz. Smile
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PostPosted: Wed Feb 18, 2009 6:41 pm
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Thanks for posting the update on this, AlumiuN. I did try looking over the older version of the code you posted, but couldn't make much progress with it. Glad you were able to get it working without me. Too Cool
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PostPosted: Fri Feb 20, 2009 1:33 am
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Most of the errors were obscure errors, like malloc calls being off by one byte, me using '==' instead of '=', having two different definitions for one variable in different functions causing a large overflow, y'know... the usual. Razz Smile Ripper was fairly laborious in going over this. I may need some help in the future to fine tune some stuff, as I plan to add some more functionality for some things, like extension-independent music finding, use of sound names for something useful, maybe even ID tag reading, who knows? Smile
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PostPosted: Fri Feb 20, 2009 9:20 pm
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AlumiuN wrote:
I may need some help in the future to fine tune some stuff, as I plan to add some more functionality for some things, like extension-independent music finding, use of sound names for something useful, maybe even ID tag reading, who knows? Smile
Okay. I might be able to supply you with a few details on headers and things that music formats use. I'm currently looking over the Midi file structure right now, as I want to write a program that takes notes hard-coded to different volumes, and makes them all one volume, so the volume of the whole track can be controlled from one place, instead of changing the volume of several hundred notes each track (which isn't the least bit fun, or even practical if you have a life).
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PostPosted: Tue Jun 30, 2009 9:19 pm
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ok I got a problem

C:\Project X code\wl_game.cpp In function `void UpdateSoundLoc()':
198 C:\Project X code\wl_game.cpp ISO C++ forbids comparison between pointer and integer
C:\Project X code\Makefile.win [Build Error] [wl_game.o] Error 1

its something to do with

::: CODE :::
for(int i = 0; i < ASM_CurChannels; i++)


I'll love to have REall Music and Sounds in my Mod reather then the sucky MIDI

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AlumiuN
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PostPosted: Wed Jul 01, 2009 1:32 am
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That should be:

::: CODE :::

for(int i = 0; i < ASM_CurChannels(); i++)


ASM_CurChannels is a function, not a value. If I got that wrong in the instructions, I'd best change it. Smile

EDIT: Yep, I got it wrong. I'll update the instructions soon. Smile
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PostPosted: Wed Jul 01, 2009 1:19 pm
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ok it work but i dont hear the music when i start up the game...any help?

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AlumiuN
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PostPosted: Wed Jul 01, 2009 3:00 pm
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What format is the music, and have you got the right path and file name in ASMCREF.H?
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PostPosted: Wed Jul 01, 2009 6:53 pm
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Edit: NVM..i got it to work but if it goes to the menu.....it booms out with no errors..i've tired everything and i do mean EVERYTHING

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PostPosted: Thu Jul 02, 2009 3:01 am
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Look in your stdOut.txt file. Is there anything in there?
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PostPosted: Thu Jul 02, 2009 9:32 am
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This

ASM_Cache: Mix_LoadWAV_RW with NULL src on sound sounds\NOBONUSSND.wav
ASM_Cache: Mix_LoadWAV_RW with NULL src on sound sounds\MISSILEHITSND.wavATKSHOTSND.wav

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PostPosted: Thu Jul 02, 2009 10:43 am
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NVM...ITS WORKS IT WORKS OOH THANK GOD.....Thanks Man for this code

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PostPosted: Thu Jul 02, 2009 1:34 pm
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No problem. Those errors are because the NOBONUSSND and MISSILEHITSND files don't exist. Smile
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PostPosted: Mon Jul 20, 2009 10:46 pm
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There is one thing that is bugging me...it wont play OGG and MP3 files. I'm stuck using WAV....any fix for this?

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PostPosted: Tue Jul 21, 2009 1:35 pm
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Check the documentation on SDL_mixer. You're probably using a newer version of it than I am, so you'll need to get some more DLLs. Smile
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PostPosted: Tue Jul 21, 2009 2:36 pm
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hmm i'm lost.

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PostPosted: Tue Jul 21, 2009 6:39 pm
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AlumiuN wrote:
Check the documentation on SDL_mixer. You're probably using a newer version of it than I am, so you'll need to get some more DLLs. Smile
With that being the case, what are the names of the additional DLLs, and where might they be found? Confused
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PostPosted: Tue Jul 21, 2009 7:02 pm
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I believe they are libogg.dll, libvorbis.dll and libmpeg.dll. I'll go hunting for them. Smile

EDIT: libVorbis
libOgg

SMPEG, and hence the MP3 playback, appears to be broken. Just use Audacity or something and convert your MP3s to OGGs. Smile
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PostPosted: Tue Jul 21, 2009 10:10 pm
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ok soo where do i put thos

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