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Advanced Sound Manager - first working Beta!
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AlumiuN
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PostPosted: Thu Jul 23, 2009 1:47 am
   Subject: Re: Advanced Sound Manager - first working Beta!
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Same directory as the EXE. Smile
RichterBelmont12
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PostPosted: Thu Jul 23, 2009 10:37 am
   Subject: Re: Advanced Sound Manager - first working Beta!
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It doesn't work

insted i got this

ASM_PlayMusic: Failed loading vorbisfile.dll: The specified procedure could not be found.

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PostPosted: Thu Jul 23, 2009 1:39 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Huh. Try using SDL_mixer 1.2.5. I'll look into packaging up a full DLL set with the sound manager. Smile
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PostPosted: Thu Jul 23, 2009 2:47 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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I got the New Version of the SDL_Mixer Version 1.2.8 and it works

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PostPosted: Fri Oct 16, 2009 6:02 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Hey, quick question:

What exactly does this do? I'd like to know exactly before I decide to implement it into my code. I'm just asking here because I didn't know where else to ask.

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PostPosted: Fri Oct 16, 2009 6:19 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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its insteed of using Midi files for music..it can Read ogg but you need the lastest SDL mixer...Look at the Project: X Demo to see what i mean

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PostPosted: Fri Oct 16, 2009 6:39 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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So, you can use stuff like Wavs, MP3's, or MIDIs instead of the imfs of the original? Well, what about importing them, do you have to stick them into the wolfenstein data files, or just have them in a seperate folder?

Oh, and what about the original files that hold sounds (AUDIOT, VSWAP, etc.) what do you do about those?

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PostPosted: Fri Oct 16, 2009 8:13 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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the AUDIOT and ADHEAD (or w/e you call it) if you use this code you get rid of the two flies and the ogg, and WAvs are in a Seperate folder

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PostPosted: Fri Oct 16, 2009 8:49 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Metalor wrote:
So, you can use stuff like Wavs, MP3's, or MIDIs instead of the imfs of the original? Well, what about importing them, do you have to stick them into the wolfenstein data files, or just have them in a seperate folder?
If you're uncertain what files go where, feel free to download Richter's Project X demo. It uses the features of Advanced Sound Manager, and has all the required files in the proper folders.
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PostPosted: Fri Oct 16, 2009 10:43 pm
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I may Release A Source Code after 2 to 3 mouths after Project: X is done soo it can give you an idea

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PostPosted: Fri Oct 16, 2009 11:04 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Nah, you're explainations are more than enough, and I'll check out the demo when I can.

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PostPosted: Sun Oct 18, 2009 2:01 am
   Subject: Re: Advanced Sound Manager - first working Beta!
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I should probably clarify this. AUDIOHED and AUDIOT can be completely deleted, and all of the sounds in the VSWAP can be removed. Then you put sounds in the 'sounds' directory and music in the 'music' directory. The names for the files can be changed in asmcref.h. Smile
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PostPosted: Sun Oct 18, 2009 9:58 am
   Subject: Re: Advanced Sound Manager - first working Beta!
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Cool! Of course, now I wonder how to delete the sounds in the VSWAP, since there's no "delete" button in any of the editors (that I can remember)

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PostPosted: Sun Oct 18, 2009 10:39 am
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I'd really like to hear a real sound manager for Wolf, since the DOS heritage isn't that good... altough that of Wolf4SDL is already better!
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PostPosted: Sun Oct 18, 2009 11:05 am
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I've been using this manager and I know it does have some limits, but for stupid reasons, such as, you can't have it switching between MIDI and MP3, it'll freeze up, and I've still had problems with mp3's where they don't switch very well. I'm guessing its the smpeg.dll file I have may not be the best. But overall I like it, I've composed a bunch of new songs for my mod and they all are really good, I think.

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PostPosted: Sun Oct 18, 2009 11:38 am
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I use Midi and OGG flies and i never Freeze up sides OGG saves Disk Space then MP3's

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PostPosted: Sun Oct 18, 2009 11:43 pm
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Metalor wrote:
Cool! Of course, now I wonder how to delete the sounds in the VSWAP, since there's no "delete" button in any of the editors (that I can remember)


In Chaos-Edit, it's the picture with a minus on it. Smile
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PostPosted: Sun Nov 08, 2009 4:48 pm
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Long-post tutorial time! This tutorial will give you a new sound menu that removes the useless options and gives you some volume sliders and a reverse stereo button, as well as variables for the volume and reverseness that will be stored in the config file. Smile You will need v0.9.1 for this to work (see the first post).

In WL_MENU.CPP:
1. Replace your CP_Sound and DrawSoundMenu with the following code:

::: CODE :::
void
DrawSliderBox(int x, int y, int val, int valinc, int width, int height, byte colour)
{
    byte usecolour;
    if (colour == READCOLOR)
        usecolour = READHCOLOR;
    else
        usecolour = HIGHLIGHT;
    DrawOutline (x + valinc * val, y, width, height, 0, colour);
    VWB_Bar (x + 1 + valinc * val, y + 1, width - 1, height - 1, usecolour);
}

void
DrawSoundVols (bool curmode)
{
    ClearMScreen ();
    DrawWindow (40, 25, 240, 145, BKGDCOLOR);

    VWB_DrawPic (112, 184, C_MOUSELBACKPIC);

    WindowX = 0;
    WindowW = 320;
    PrintY = 30;
    SETFONTCOLOR (READCOLOR, BKGDCOLOR);
    US_CPrint ("Adjust Volume");

    PrintY = 58;
    SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
    US_CPrint ("Sound");

    PrintY = 108;
    US_CPrint ("Music");

    char soundstr[4], musicstr[4];

    sprintf(soundstr, "%d", soundvol);
    sprintf(musicstr, "%d", musicvol);

    if (curmode)
    {
        SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
    }
    else
    {
        SETFONTCOLOR (READCOLOR, BKGDCOLOR);
    }
    PrintX = 65 + soundvol * 2 - strlen(soundstr) * 4;
    PrintY = 84;
    US_Print (soundstr);

    if (!curmode)
    {
        SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
    }
    else
    {
        SETFONTCOLOR (READCOLOR, BKGDCOLOR);
    }
    PrintX = 65 + musicvol * 2 - strlen(musicstr) * 4;
    PrintY = 134;
    US_Print (musicstr);

   
    VWB_Bar (60, 72, 210, 10, TEXTCOLOR);
    DrawOutline (60, 72, 210, 10, 0, HIGHLIGHT);

    VWB_Bar (60, 122, 210, 10, TEXTCOLOR);
    DrawOutline (60, 122, 210, 10, 0, HIGHLIGHT);

    DrawSliderBox(60, 72, soundvol, 2, 10, 10, (curmode) ? TEXTCOLOR : READCOLOR);
    DrawSliderBox(60, 122, musicvol, 2, 10, 10, (curmode) ? READCOLOR : TEXTCOLOR);

    VW_UpdateScreen ();
}


int
AdjustVolume (int)
{
    ControlInfo ci;
    int exit = 0, oldSV = soundvol, oldMV = musicvol;
    bool curmode = 0;

    DrawSoundVols (curmode);
    MenuFadeIn ();
    WaitKeyUp();
    do
    {
        SDL_Delay(5);
        ReadAnyControl (&ci);
        switch (ci.dir)
        {
            case dir_North:
            case dir_South:
                curmode = (curmode) ? 0 : 1;
                DrawSoundVols(curmode);
                IN_ClearKeysDown();
                break;
            case dir_West:
                if (curmode)
                {
                    if (musicvol > 0)
                    {
                        musicvol--;
                        DrawSoundVols(curmode);
                        SD_ChangeVolume((byte) (soundvol * 1.28), (byte) (musicvol * 1.28));
                        TicDelay(2);
                    }
                }
                else
                {
                    if (soundvol > 0)
                    {
                        soundvol--;
                        DrawSoundVols(curmode);
                        SD_ChangeVolume((byte) (soundvol * 1.28), (byte) (musicvol * 1.28));
                        TicDelay(2);
                    }
                }
                break;
            case dir_East:
                if (curmode)
                {
                    if (musicvol < 100)
                    {
                        musicvol++;
                        DrawSoundVols(curmode);
                        SD_ChangeVolume((byte) (soundvol * 1.28), (byte) (musicvol * 1.28));
                        TicDelay(2);
                    }
                }
                else
                {
                    if (soundvol < 100)
                    {
                        soundvol++;
                        DrawSoundVols(curmode);
                        SD_ChangeVolume((byte) (soundvol * 1.28), (byte) (musicvol * 1.28));
                        TicDelay(2);
                    }
                }
                break;
        }

        if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter])
            exit = 1;
        else if (ci.button1 || Keyboard[sc_Escape])
            exit = 2;

    }
    while (!exit);

    if (exit == 2)
    {
        soundvol = oldSV;
        musicvol = oldMV;
        SD_PlaySound (ESCPRESSEDSND);
    }
    else
        SD_PlaySound (SHOOTSND);

    WaitKeyUp ();
    MenuFadeOut ();

    return 0;
}

int
CP_Sound (int)
{
    int which;

    DrawSoundMenu ();
    MenuFadeIn ();
    WaitKeyUp ();

    do
    {
        which = HandleMenu (&SndItems, &SndMenu[0], NULL);
        //
        // HANDLE MENU CHOICES
        //
        switch (which)
        {
                //
                // SOUND EFFECTS
                //
            case 0:
                if (SoundMode != sdm_Off)
                {
                    SD_WaitSoundDone ();
                    SD_SetSoundMode (sdm_Off);
                    DrawSoundMenu ();
                }
                break;
            case 1:
                if (SoundMode != sdm_AdLib)
                {
                    SD_WaitSoundDone ();
                    SD_SetSoundMode (sdm_AdLib);
                    CA_LoadAllSounds ();
                    DrawSoundMenu ();
                    ShootSnd ();
                }
                break;

                //
                // MUSIC
                //
            case 4:
                if (MusicMode != smm_Off)
                {
                    SD_SetMusicMode (smm_Off);
                    DrawSoundMenu ();
                    ShootSnd ();
                }
                break;
            case 5:
                if (MusicMode != smm_AdLib)
                {
                    SD_SetMusicMode (smm_AdLib);
                    DrawSoundMenu ();
                    ShootSnd ();
                    StartCPMusic (MENUSONG);
                }
                break;
            case 8:
                DrawSoundMenu();
                MenuFadeIn ();
                WaitKeyUp ();
                break;
            case 9:
                reversestereo ^= 1;
                SD_Reverse(reversestereo);
                DrawSoundMenu();
                ShootSnd();
        }
    }
    while (which >= 0);

    MenuFadeOut ();

    return 0;
}

void
DrawSoundMenu (void)
{
    int i, on;

    //
    // DRAW SOUND MENU
    //
    ClearMScreen ();
    VWB_DrawPic (112, 184, C_MOUSELBACKPIC);

    DrawWindow (SM_X - 8, SM_Y1 - 3, SM_W, SM_H1, BKGDCOLOR);
    DrawWindow (SM_X - 8, SM_Y2 - 3, SM_W, SM_H2, BKGDCOLOR);
    DrawWindow (SM_X - 8, SM_Y3 - 3, SM_W, SM_H3, BKGDCOLOR);

    VWB_DrawPic (100, SM_Y1 - 20, C_FXTITLEPIC);
    VWB_DrawPic (100, SM_Y2 - 20, C_MUSICTITLEPIC);
    VWB_DrawPic (100, SM_Y3 - 20, C_DIGITITLEPIC);

    DrawMenu (&SndItems, &SndMenu[0]);

    for (i = 0; i < SndItems.amount; i++)
        if (SndMenu[i].string[0])
        {
            //
            // DRAW SELECTED/NOT SELECTED GRAPHIC BUTTONS
            //
            on = 0;
            switch (i)
            {
                    //
                    // SOUND EFFECTS
                    //
                case 0:
                    if (SoundMode == sdm_Off)
                        on = 1;
                    break;
                case 1:
                    if (SoundMode == sdm_AdLib)
                        on = 1;
                    break;

                    //
                    // MUSIC
                    //
                case 4:
                    if (MusicMode == smm_Off)
                        on = 1;
                    break;
                case 5:
                    if (MusicMode == smm_AdLib)
                        on = 1;
                    break;
                case 9:
                    if (reversestereo)
                        on = 1;
                    break;
            }

            if (i < 6 || i > 8)
            {
                if (on)
                    VWB_DrawPic (SM_X + 24, SM_Y1 + i * 13 + 2, C_SELECTEDPIC);
                else
                    VWB_DrawPic (SM_X + 24, SM_Y1 + i * 13 + 2, C_NOTSELECTEDPIC);
            }
        }

    DrawMenuGun (&SndItems);
    VW_UpdateScreen ();
}


2. Now find the line:

::: CODE :::
CP_itemtype SndMenu[] = {


and replace everything below it to the curly bracket with the following code:

::: CODE :::
    {1, "Off", 0},
    {1, "On", 0},
    {0, "", 0},
    {0, "", 0},
    {1, "Off", 0},
    {1, "On", 0},
    {0, "", 0},
    {0, "", 0},
    {1, "Adjust Volume", AdjustVolume},
    {1, "Reverse Stereo", 0},


In WL_MENU.H

1. Find the line:

::: CODE :::
#define SM_Y1   20


and replace it and the next five lines with:

::: CODE :::
#define SM_Y1   20
#define SM_H1   3*13-7
#define SM_Y2   SM_Y1+4*13
#define SM_H2   3*13-7
#define SM_Y3   SM_Y2+4*13
#define SM_H3   3*13-7


2. Add the following code to the bottom of the file:
::: CODE :::
void DrawSoundVols(bool);
int AdjustVolume(int);


That's the menu sorted. Now to add the actual volume and reversing variables.

In WL_MAIN.CPP:
1. Below the line:

::: CODE :::
        read(file,&mouseadjustment,sizeof(mouseadjustment));


Add the lines:

::: CODE :::
        read(file,&soundvol,sizeof(soundvol));
        read(file,&musicvol,sizeof(musicvol));
        read(file,&reversestereo,sizeof(reversestereo));


2. Below the line:

::: CODE :::
        write(file,&mouseadjustment,sizeof(mouseadjustment));


Add the lines:

::: CODE :::
        write(file,&soundvol,sizeof(soundvol));
        write(file,&musicvol,sizeof(musicvol));
        write(file,&reversestereo,sizeof(reversestereo));


3. Below the line:

::: CODE :::
        else if(viewsize>21) viewsize=21;


Add the lines:

::: CODE :::
        if (soundvol > 100) soundvol = 100;
        if (musicvol > 100) musicvol = 100;


4. Below the line:

::: CODE :::
        mouseadjustment=5;


Add the lines:

::: CODE :::
        soundvol = 100;
        musicvol = 100;
        reversestereo = false;


5. Below the line:

::: CODE :::
    SD_SetSoundMode (sd);


Add the lines:

::: CODE :::
    SD_ChangeVolume ((byte) (soundvol * 1.28), (byte) (musicvol * 1.28));
    SD_Reverse(reversestereo);


6. Below the line:

::: CODE :::
int     mouseadjustment;


Add the lines:

::: CODE :::
byte    soundvol, musicvol;
bool reversestereo;


In WL_DEF.H
Add the following lines to the bottom of the file:

::: CODE :::
extern byte soundvol, musicvol;
extern bool reversestereo;


There we go. Now you have modifiable sound volumes and reversible sound channels. Smile
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PostPosted: Sun Nov 08, 2009 7:41 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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It doesn't work i get this under wl_main.cpp

222 C:\Wolf4SDL-1.6-src 1\wl_main.cpp `SD_ChangeVolume' was not declared in this scope

223 C:\Wolf4SDL-1.6-src 1\wl_main.cpp `SD_Reverse' was not declared in this scope

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PostPosted: Mon Nov 09, 2009 12:52 am
   Subject: Re: Advanced Sound Manager - first working Beta!
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Okay. Have you installed the latest patch in the first post? Both of those are functions defined in asmcomp.h in v0.9.1. If you've installed the manager correctly and it was working before, it should be working now.
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PostPosted: Mon Nov 09, 2009 8:08 am
   Subject: Re: Advanced Sound Manager - first working Beta!
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Well I did download it and its not defined...for some reason I was downloading version 0.9 not the patch

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PostPosted: Tue Nov 10, 2009 12:56 am
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Whoops, I linked it to the Pre-Installed v0.9. Razz I hope you didn't overwrite all of your source code with it. I've updated the link in the first post. Smile
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PostPosted: Tue Nov 10, 2009 8:03 am
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No i didn't Thank god Laughing

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PostPosted: Fri Mar 26, 2010 1:10 pm
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AlumiuN,

Nice job on this! I got it to work and love what I see (and hear). Definitely a major contribution to the Wolf3d coding history! Thumbs Up

The pre-installed code would not compile for me under Dev-C++ for some reason, but following your directions for the do-it-yourselfers worked without a hitch.

All I would add to your tutorials/directions is that with each code change (wolf4sdl1.6 -> ASM 0.9 or ASM 0.9 -> ASM 0.91), delete any existing config.wl6 files before testing or you will get some "interesting" problems, like losing your gun each time you open a door, etc.

The error I get with the pre-installed code: id_vl.cpp opens up and highlights the line 'unsigned screenBits = -1;' and two messages come up: 'cannot find -logg' and 'Id returned 1 exit status'. Very cryptic Confused Did I goof something up here?

Audiosod.h is not in your pre-installed code, but adding it and 'rebuilding all' did not fix this problem (I know, it was a longshot Laughing ).

Andy
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PostPosted: Fri Mar 26, 2010 6:54 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Andy_Nonymous wrote:
The error I get with the pre-installed code: id_vl.cpp opens up and highlights the line 'unsigned screenBits = -1;' and two messages come up: 'cannot find -logg' and 'Id returned 1 exit status'. Very cryptic Confused Did I goof something up here?
This is reminiscent of the original code. Just change the "-1"s to Zeros and you should be fine. Smile
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PostPosted: Mon Mar 29, 2010 8:51 am
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Tricob wrote:
This is reminiscent of the original code. Just change the "-1"s to Zeros and you should be fine. Smile


Tricob,

Your fix got rid of the generic warning message in VL_ID.CPP, thanks. But the pre-installed ASM 0.9 code still doesn't compile: same 2 messages as I indicated above. I don't really have time to investigate, nor do I need it fixed, since it doesn't happen when doing the manual thing (which also helped me learn a bit about what AlumiuN did). I just threw it out there for AlumiuN as an FYI. If other people don't come across this and/or use other compilers, it may be a non-issue anyway.

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PostPosted: Mon Mar 29, 2010 8:08 pm
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My mistake, Andy; I misread. Sad IIRC, you actually change WL_MAIN.CPP instead. I don't remember modifying VL_ID.CPP to get anything working, but it's been quite a while since I did "vanilla coding" with Wolf4SDL. Smile
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PostPosted: Tue Mar 30, 2010 8:56 am
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AlumiuN,

Currently, this code supports MP3/OGG/etc. formats for music files. Sound files are still limited to WAV. Is this a technical limitation? If not, could MP3/OGG support be added for the sound files too?

As an example, the Project: X Insurrection demo has 19 MB of sounds, which could probably be cut down to 2-3 MB with OGG compression. Might be nice for the people on dial-up. And once ASM mods become more common, we wolf3d mod-collectors may be looking at using up 10's of Gigs of space for a 1990's era game! Shocked

Andy
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PostPosted: Wed Mar 31, 2010 1:17 am
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Erm... I'm pretty sure that only allowing WAVs for sound is a limitation in SDL_mixer. If I wanted to be REALLY pro, I could add some controls for loading OGGs as raw data and playing that through SDL_mixer, but that could get very messy very quickly. But I'll take a look. Smile As for the '-logg' error (which causes the other one), you could try either removing that line from the project (there's a linker window or something like that in the project options) or by copying ogg.dll or libogg.dll (or whatever it's called) into the Dev-Cpp\lib folder. Smile
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PostPosted: Wed Mar 31, 2010 5:52 am
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AlumiuN wrote:
As for the '-logg' error (which causes the other one), you could try either removing that line from the project (there's a linker window or something like that in the project options) or by copying ogg.dll or libogg.dll (or whatever it's called) into the Dev-Cpp\lib folder. Smile


I found the -logg in the Project Options under the parameters tab (Linker window). Removing it just exposes the next parameter as an error: "cannot find -lvorbis", so I deleted the -lvorbis parameter and it compiles! Thumbs Up

Thanks,
Andy
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