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Advanced Sound Manager - first working Beta!
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Tricob
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PostPosted: Sun Mar 04, 2012 8:02 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Metalor wrote:
I can get regular IMFs to play no problem, but the weird ones that IMFCreator makes for WolfDX won't play for me.
Uh, how do you "make" an IMF for WolfDX? The way I do it, I take a Midi file, run it through IMF Creator, and have it save as Wolf3D IMF format.

Are you trying to *extract* the IMFs from the game? To do so, you'll need to use WDC.

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Hmmm, perhaps the Midi's playback is being messed with in the source as you suggest, but I wouldn't know where.
I'd check in the ID_SD files first.
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PostPosted: Sun Mar 04, 2012 9:12 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Ooops! Case of mistake identity. I was thinking of IMFCreator making a Wolf4GW-format Imf instead. Those were the ones I had troubles with.

I guess I'll take a look in there. (in both .cpp and .h to be sure)

- EDIT -

Because of the changes with the ASM, I removed the in_sd files from my project. I'm certain the tutorial to install it suggested that they weren't required anymore.

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PostPosted: Sun Apr 15, 2012 3:14 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Metalor wrote:
I've found that the game bombs more when sounds are playing when the MIDI loops.

I noticed that new SDL (1.2.15) and SDL_mixer (1.2.12) libraries have been released recently.

Here's what it says about the SDL_mixer update:

Quote:
1.2.12:
* SDL_mixer is now under the zlib license
* SDL_mixer binaries have been built with the following libraries:
flac 1.2.1
libmikmod 3.1.12
libogg 1.3.0
libvorbis 1.3.2
smpeg 0.4.5
* SDL_mixer framework on OSX is built for Intel 10.5 and newer,
PowerPC binaries can be built by modifying the Xcode project
* Fixed seek offset with SMPEG (was relative, should be absolute)
* Fixed memory crash loading Ogg Vorbis files on Windows
* Added an Xcode project for iOS
* Added Mix_LoadMUSType_RW() so you can tell SDL_mixer what type the music is
* Fixed looping native MIDI on Mac OS X and Windows
* Added /usr/local/share/timidity to the timidity data path
* Fixed timidity loading of some MIDI files
* Fixed dropping audio in the FLAC audio decoding
* Fixed memory leak in SDL_LoadMUS()
* Removed GPL native MIDI code for new licensing
* Fixed drums playing on MIDI channel 16 with timidity
* The music-finished hook can start a track immediately
* Added support for FluidSynth
* Added support for native MIDI on Haiku
* Added Android.mk to build on the Android platform
* Added support for libmodplug (disabled by default)

Maybe setting up your compiler and mod using these new libraries and DLLs would fix your midi looping/ogg combo problem? Easiest tutorial to try this would be the Code::Blocks one I think (though the instructions in Dev C++ should be similar).
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PostPosted: Mon Apr 16, 2012 6:59 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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Chris, something else you posted should also be worth noting:

Chris wrote:
* Fixed looping native MIDI on Mac OS X and Windows
So using the updated DLLs may very well fix the Midi bug mentioned before.

But why is the crash only occurring on some Midi files and not all? My guess is that the older DLLs wrongly assume that every track in the Midi files ends at the same place, so some special "events" in the tracks weren't handled properly by the DLLs.
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PostPosted: Tue Feb 07, 2017 11:42 pm
   Subject: Re: Advanced Sound Manager - first working Beta!
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I hate to bump an old thread, but I seem to be having the same problem Metalor did where my mod sometimes crashes when a midi loops (usually while a sound is playing). I really don't know what to do to fix it and I don't think it has anything to do with the SDL files Chris mentioned. Any suggestions on what I can do to fix this issue?

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PostPosted: Wed Feb 08, 2017 11:26 am
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I think that was a bug with SDL_mixer itself, but it might be something I've caused in the code (I wrote it a long time ago and it wasn't particularly great Razz). Can you compile your EXE with debugging symbols, run it through the debugger and tell me where it crashes?
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PostPosted: Thu Feb 09, 2017 1:05 am
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I sent you a PM AlumiuN

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