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Program Announcements / Enhanced Audio Plugin v1.51

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Torrey
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Joined: 20th Aug 2004
Location: New Jersey
Posted: 12th Mar 2006 16:31 Edited at: 6th Apr 2006 09:02
This plugin serves as a possible replacement for the sound and music plugins that come with DarkBASIC Professional. Below is a list of audio formats supported:

- Ogg Vorbis
- MP3
- FLAC
- WAV (uncompressed)
- AIFF
- MOD
- S3M
- XM
- IT

In addition to these formats I have also provided custom made Trigger Zones to use with your loaded audio files. These act as a way to enhance your game and provide control over sounds that are heard throughout your game levels and maps. This plugin would not have been possible without Audiere, and I would like to thank the author for creating a great library and for keeping it free. I have also decided to keep my plugin free.

Updates

Since v1.50 there have been various internal code updates, and also improvements that take away the need to delete audio that is loaded during runtime. If you happen to forget to delete a reference before exiting the plugin will take of removing the reference in memory for you and the program will exit normally without causing any hang-ups.

Command List

LOAD AUDIO audio index number, filename
DELETE AUDIO audio index number
PLAY AUDIO audio index number
STOP AUDIO audio index number
PAUSE AUDIO audio index number
RESUME AUDIO audio index number
LOOP AUDIO audio index number
AUDIO VOLUME audio index number, volume (integer ranging from 0 to 100)
*NOTE: volume 0.0 = silence, 1.0 = maximum volume (default)
AUDIO PAN audio index number, pan (float)
*NOTE: pan -1.0 = left, 0.0 = center (default), 1.0 = right
AUDIO PITCH SHIFT audio index number, pitch shift (float)
*NOTE: pitch shift range 0.5 to 2.0
GET AUDIO VOLUME audio index number (returns float)
GET AUDIO PAN audio index number (returns float)
GET AUDIO PITCH SHIFT audio index number (returns float)
AUDIO PLAYING audio index number (returns true or false)
AUDIO SEEKABLE audio index number (returns true or false)
AUDIO LENGTH audio index number (returns number of frames in the streaming sound or returns 0 for not seekable)
AUDIO POSITION audio index number (returns current position in frames)
AUDIO SET POSITION audio index number, position
AUDIO USE DEVICE device (1 = winmm, 2 = DirectSound)
AUDIO EXIST audio index number (returns true or false)
SET AUDIO TRIGGER ZONE trigger index, audio index, trigger x, trigger y, trigger z, height, width, depth, trigger type
*NOTE: Trigger Types,
1 = Play sound when trigger entered, stops when trigger exited.
2 = Play sound when trigger entered, keeps playing till done even if the trigger area is exited.
3 = Plays sound only once.
4 = Loops sound when trigger entered, stops sound when trigger exited.
CHECK AUDIO TRIGGER ZONE trigger index, current x position, current y position, current z position
AUDIO WHITE NOISE audio index number
AUDIO PINK NOISE audio index number
AUDIO RESET PLAYED trigger index number

Installation

- Before installing this plugin you will need to uninstall or remove the previous version to prevent conflicts.

- When choosing the directory for installation remember that the install path must be your dbpro root directory, for example:



Download

Click this link to download the plugin.

If you find any bugs or have any problems, please reply to this post with detailed information or drop me an email, support@blackgate.us.

blanky
18
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Posted: 12th Mar 2006 16:36
Great, it's lovely to see an update to this excellent plugin. Mikey probably told you that we're using this as an integral part of BLib .^^


"Wounderful", 6 stars out of 5

... installing gentoo ...
Hamish McHaggis
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Posted: 12th Mar 2006 18:51
Awesomeness!!! Downloading now.

Duffer
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Posted: 12th Mar 2006 20:36
@ Torrey,

Excellent, many thanks for this...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Torrey
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Location: New Jersey
Posted: 13th Mar 2006 05:36
Quote: "Great, it's lovely to see an update to this excellent plugin. Mikey probably told you that we're using this as an integral part of BLib .^^


"Wounderful", 6 stars out of 5"


Thanks a lot, yeah Mikey talked a little bit about it. If you guys need help putting together an installer for that plugin pack let me know. The two installers I use have the ability to design an interface that allows the user choose the packages he/she wants to install.

Quote: "Awesomeness!!! Downloading now."


This version fixes the bug you found in v1.50. If you want to dig out the installed plugin and keywords file to distribute on the Blackout website I give you permission to do that.

Quote: "@ Torrey,

Excellent, many thanks for this..."


Thanks and no problem, if you create something interesting with the plugin let me know.

Kangaroo:

Same thing as I told Hamish, if you want to distribute this new release with your product feel free to dig out the plugin file (eap151.dll) and the keywords file.

BatVink
Moderator
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Posted: 13th Mar 2006 10:09
Looks , or should I say, sounds good I'm going to download and play.

All those formats gives you a lot of potential for amking user-customisable audio in your game.

Is this free for commercial apps too?

Torrey
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Location: New Jersey
Posted: 13th Mar 2006 10:26
Quote: "Is this free for commercial apps too?"


Yep, it's free to use in your commerical apps. It's being used in a couple already, including one from this community called Quikly Game Pro.

Torrey
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Posted: 15th Mar 2006 22:08
Tifu
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Location: Scotland
Posted: 17th Mar 2006 19:54
Hah! Awesomeness!

Installed it just now, works great =D great work fixing the deleting audio thing, my game is very happy now

Game pro
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Posted: 18th Mar 2006 00:06
Is this like one of those plugins that allows the audio to loop without the user being able to tell???? Cuz that would be very useful

I have nothing to say to the likes of you.
Hamish McHaggis
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Posted: 18th Mar 2006 14:18
Quote: "Is this like one of those plugins that allows the audio to loop without the user being able to tell???? Cuz that would be very useful "


"Loop audio" loops the audio. Unfortunately it's down to us mere mortals to make the sounds seamless, there is no magic plugin to do that for you.

Baggers
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Posted: 21st Mar 2006 13:45 Edited at: 21st Mar 2006 13:49
You legend!...what perfect timing. I was just digging around the stoat's old work looking for a .ogg plugin, this suits me fine.
Guess my next 'free 3D sound replacement' update will support all of these things then. Thanks a million !

[EDIT]
What is pink noise ?

M.I.A is pending
Fallout
20
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Location: Basingstoke, England
Posted: 21st Mar 2006 18:32
Hey, this is a great plug-in, the only feature I think lets down it's otherwise great setup is the AUDIO PITCH SHIFT function. It'd be nice to be able to specify the exact frequency, like you can in DBP, rather than having to work it out as a float. (Maybe two command sets?) As for panning and volume, using a float makes much more sense.

Hawkeye
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Location: SC, USA
Posted: 21st Mar 2006 22:31
An update, excellent! And if I understood Hamish correctly, this means no more half second delays when you set it to loop... Glad to see the module formats on there as well, nothin' like a tracker for a tiny-yet-impressive bit of choonage =D


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Torrey
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Posted: 23rd Mar 2006 12:03
Quote: "Hah! Awesomeness!

Installed it just now, works great =D great work fixing the deleting audio thing, my game is very happy now "


Great! Do you have any future requests that could be useful with your game's audio?

Quote: "You legend!...what perfect timing. I was just digging around the stoat's old work looking for a .ogg plugin, this suits me fine.
Guess my next 'free 3D sound replacement' update will support all of these things then. Thanks a million !

[EDIT]
What is pink noise ?"


A legend? Wow, thanks for the compliment! I thought people around here hated me. You can find the definition of Pink Noise in the Wikipedia.

Quote: "Hey, this is a great plug-in, the only feature I think lets down it's otherwise great setup is the AUDIO PITCH SHIFT function. It'd be nice to be able to specify the exact frequency, like you can in DBP, rather than having to work it out as a float. (Maybe two command sets?) As for panning and volume, using a float makes much more sense."


I'll research your suggestion. The reason for my using floats was to allow a more customizable input with audio. One thing I could do is create an overloaded function for the commands that use floats so that integers and floats could be used depending on what the coder wants.

Quote: "An update, excellent! And if I understood Hamish correctly, this means no more half second delays when you set it to loop... Glad to see the module formats on there as well, nothin' like a tracker for a tiny-yet-impressive bit of choonage =D"


The audio shouldn't have delays during a loop unless your audio file has some sort of delay at the beginning or end. If you have problems with this post up some information, including the offending audio file.

CuCuMBeR
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Location: Turkey
Posted: 23rd Mar 2006 13:11
could you add features like:
getAudioBitRate() (just mp3 would be enough though)
getAudioBitsInBytes()
and so on..
Hawkeye
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Location: SC, USA
Posted: 23rd Mar 2006 13:37
Quote: "he audio shouldn't have delays during a loop unless your audio file has some sort of delay at the beginning or end"

Yeah, I was talking about the miserable native sound commands in dbp. This works fine tho'


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
CuCuMBeR
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Posted: 23rd Mar 2006 19:56
AUDIO PLAYING
AUDIO SEEKABLE
AUDIO LENGTH

above commands give me error with mp3 files, can you fix that?
Tifu
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Posted: 24th Mar 2006 00:20 Edited at: 24th Mar 2006 00:21
^ are you using the brackets at the end to contain the index number? ie
audio playing(1) rather than audio playing 1

Quote: ""Great! Do you have any future requests that could be useful with your game's audio?"

I asked the guy that does the music for my games, he suggested:
Quote: ""Maybe the ability to loop to a specific time index instead of the beginning of the music file. That way, you could have an intro, then the part that keeps looping""

Depends how hard it is, I mean I guess you could substitute that easily with just playing a track then checking for it to end before looping the main thing... but probably wouldn't work as seamlessly as if it was an actual command thingy.

Hawkeye
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Posted: 24th Mar 2006 23:18
Well, presuming this plugin plays back it/xm files correctly, you could use the Bxx command to loop, but considering how nobody uses trackers anymore...

The dbp music commands allow you to loop from a byte position to another byte position, so I don't think it'd be too terribly difficult to program. And it would be useful


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Tifu
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Posted: 25th Mar 2006 18:58 Edited at: 25th Mar 2006 19:00
I didn't know dbp commands could do that D:


Oddthing!
I have created a neat little sound test for my game, so you can listen to the game track and mess with the pitch and pan. It also has a little meter to show how far in the track is, and then I tried to create a box to show that time in seconds, which works... but the time seems to be wrong.
Soundbooth
According to that, that track is 44.07 seconds long, but in actual fact it is 59 seconds long

To convert the audio playing and audio length values to minutes and seconds I used some code which I think I nicked from the codebase which is meant for use with timer values...

So.. should that work? It seems to work when I feed it timer values, for showing how long the player has been playing etc... If not, is there a way I can convert the values from audio playing/audio length into minutes/seconds? It's not of great importance, but it's nice to have ^__^

Torrey
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Location: New Jersey
Posted: 25th Mar 2006 19:41 Edited at: 25th Mar 2006 20:49
Quote: "So.. should that work? It seems to work when I feed it timer values, for showing how long the player has been playing etc... If not, is there a way I can convert the values from audio playing/audio length into minutes/seconds? It's not of great importance, but it's nice to have ^__^"


Your code is not correct, because the length command returns the total frames, and the audio position will return the current position in frames within a audio file. I believe the frames per second is around 75.

Phaelax
DBPro Master
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Posted: 29th Mar 2006 23:15
What about a command like this:

bytes[] data = getPcmData(audio index number)

Gets an array of currently decoded bytes from the sound's output stream, thus allowing us to throw it into an FFT and making some fancy visuals.


Torrey
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Location: New Jersey
Posted: 6th Apr 2006 09:01
This plugin was updated with fixes for the volume bug that Moggie found. The command AUDIO VOLUME no longer takes float values, instead you will need to use a integer value ranging from 0 to 100. The highest number being the highest volume (which is also default for each loaded audio file).

You'll find a link to the updated setup file in the first posting. Installing over top the previous install should work fine.

Torrey
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Posted: 17th May 2006 11:09 Edited at: 17th May 2006 11:11
This is amazing, I randomly checked the Audiere's website again, and it looks like after two years of nothing new, the author has released a new update! I plan on updating my plugin with these new features as soon as possible.

Here's the current list of things to expect in the new release:

- The MP3 decoder has been changed so there is more support for different types of MP3s, and also MP3s will be seekable.
- Speex support added.
- Reading of metadata tags in Vorbis and MP3.
- CD audio support added.
- MIDI support added.

Baggers
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Posted: 24th May 2006 15:23
Sounds great!
As soon as that one is out I'll be forced to update my 3D sound system, the fact that mp3's wernt seekable was one think that held me back for a while.
Thanks man !

M.I.A is pending
Storm 6000
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Posted: 15th Jul 2006 01:53
this is hte bets plugin ive seen for free as of yet a fantastic job, are you still developing it Torrey?

Thanks
Adam
Dimension
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Posted: 15th Jul 2006 03:58 Edited at: 15th Jul 2006 04:04
When calling the "audio position(number)" function the song restarts.

I use this code to start playing the audio(mp3 format)


and then call this
position# = audio position(1)
Torrey
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Posted: 15th Jul 2006 15:56
Quote: "Sounds great!
As soon as that one is out I'll be forced to update my 3D sound system, the fact that mp3's wernt seekable was one think that held me back for a while.
Thanks man !"


Thanks for the comment. It's taken me a long time with this update because I've been committing to other things, but within the past week I've started to get back into it. Watch for a new thread being started in WIP for beta updates.

Quote: "this is hte bets plugin ive seen for free as of yet a fantastic job, are you still developing it Torrey?"


Yep, as I get free time away from all other activities I do work on it in spurts. Check out my website for development updates, there are times when I update that more than I do these forums.

Quote: "When calling the "audio position(number)" function the song restarts."


In the version that you are using (most likely v1.51 or lower) MP3s are not seekable, so position & seek commands will not work. This was a limitation of the MP3 library used with Audiere. Now with the release of the new Audiere the MP3 library used will allow for position & seek commands to work with this plugin. Keep an eye out in the WIP forum for a thread being started on my new version of this plugin.

Storm 6000
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Posted: 17th Jul 2006 01:09
awesum can't wait, ive been using it to make a media player in DBPro and i must say its goin very well thanks to your plugin which incase you didn't alreayd knwo loads ogg files more than twice as fast as the DBpro expansion commands and carreys on playing even with the window minimized now thats super work

Thanks
Adam
Torrey
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Posted: 17th Jul 2006 08:01 Edited at: 17th Jul 2006 08:02
Quote: "awesum can't wait, ive been using it to make a media player in DBPro and i must say its goin very well thanks to your plugin which incase you didn't alreayd knwo loads ogg files more than twice as fast as the DBpro expansion commands and carreys on playing even with the window minimized now thats super work"


Thanks! How did you test the speed of my plugin versus TGC's plugin? The reason why the music keeps playing when minimized unlike the TGC version is that this plugin is multithreaded and streamed. This keeps your framerate higher and RAM usage lower.

Good news, just got MIDI files working. Because it doesn't use the same output device as other media types I have to keep its commands seperate. More than likely this will be the same case when I start working with CD audio.

Cash Curtis II
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Posted: 17th Jul 2006 11:33
Quote: "This keeps your framerate higher and RAM usage lower."

Those are magical words to me. I'm sold! I'll begin using this immediately.




Come see the WIP!
Joe Cooning
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Posted: 17th Jul 2006 19:38
What would be sweet with midi's is if you could somehow allow the use of soundfonts

CuCuMBeR
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Posted: 17th Jul 2006 21:41
AUDIO SEEKABLE()
AUDIO LENGTH()
AUDIO POSITION()

above commands STILL give me error with mp3 files, can you fix that?

And,could you add features like:
getAudioBitRate()
getAudioBitsInBytes()
bytes[] data = getPcmData(audio index number)
Storm 6000
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Posted: 18th Jul 2006 12:59 Edited at: 18th Jul 2006 13:05
Well you see my program orginally let you open you media file it would then load that file and add it to the playlist. Now using the ogg vorbis commands in the expansion it took up to 2 secs for the song to appear on the list with your plugin it is a bearly noticable delay on all formats and song lengths I have tried, some songs as far as the eye can see there is no delay by the time the open dialog has closed the song is already loaded, this is very impressive, can't wait for the mp3s to be seekable as i will be adding a progress bar much like windows media player to jump ot parts of the song when this is done and i will be using this for my game too because the range of formats and speed makes it perfect, the fact you have made somthing this professional free and even for commercial app is very generous for you and the credits in my game (when I get that far lol) will be very short and very bold and ill be makign a note ot add you to the list

Thanks
Adam
Baggers
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Posted: 18th Jul 2006 17:49
Cumcumber:
Quote: "In the version that you are using (most likely v1.51 or lower) MP3s are not seekable, so position & seek commands will not work. This was a limitation of the MP3 library used with Audiere. Now with the release of the new Audiere the MP3 library used will allow for position & seek commands to work with this plugin. Keep an eye out in the WIP forum for a thread being started on my new version of this plugin."


M.I.A is pending
Phaelax
DBPro Master
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Posted: 18th Jul 2006 18:33
Quote: "And,could you add features like:
getAudioBitRate()
getAudioBitsInBytes()
bytes[] data = getPcmData(audio index number) "


I agree!

"Using Unix is the computing equivalent of listening only to music by David Cassidy" - Rob Pike
Torrey
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Posted: 19th Jul 2006 10:58
Quote: "And,could you add features like:
getAudioBitRate()
getAudioBitsInBytes()
bytes[] data = getPcmData(audio index number) "


In regards to these features, tonight I added the following commands:

AUDIO GET RATE
AUDIO GET CHANNEL COUNT
AUDIO GET OUTPUT BUFFER PTR
AUDIO GET OUTPUT BUFFER SIZE

If you are using the mixer sound device instead of the default DirectSound the buffer pointer and size will not be available. With the rate that data flows out of the sound card compared to the speed that a dbp program runs it seems like it would be a hard task to keep up with the output buffer for graphic effects to be used, but who knows you guys might surprise me.

Quote: "Well you see my program orginally let you open you media file it would then load that file and add it to the playlist. Now using the ogg vorbis commands in the expansion it took up to 2 secs for the song to appear on the list with your plugin it is a bearly noticable delay on all formats and song lengths I have tried, some songs as far as the eye can see there is no delay by the time the open dialog has closed the song is already loaded, this is very impressive, can't wait for the mp3s to be seekable as i will be adding a progress bar much like windows media player to jump ot parts of the song when this is done and i will be using this for my game too because the range of formats and speed makes it perfect, the fact you have made somthing this professional free and even for commercial app is very generous for you and the credits in my game (when I get that far lol) will be very short and very bold and ill be makign a note ot add you to the list"


Very nice words! It's reasons like that, that I keep this plugin free. I was planning at some point to make this a plugin that people would have to pay for, but I'll keep it free and donation only. Keep me updated on the progress of the media player and game.

Quote: "What would be sweet with midi's is if you could somehow allow the use of soundfonts"


Sorry, that probably won't happen for a long time.

Storm 6000
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Posted: 20th Jul 2006 12:36
thats great looking forward to next version I would donate but I have no money as not everyone lets me use there plugins for free lol but ill try find some money to do so in the future

Thanks
Adam
EsteemDE
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Posted: 29th Aug 2006 08:32
Are you ever going to add the ability to save in some of these formats? Such as the free non license formats (like OGG and WAV)?

Current Project - Dark NET System Framework DLL
Percentage - 14%.......Lines of Code - 9,171
This Info Updated - 6/18/06 12:10pm
Torrey
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Posted: 29th Aug 2006 15:35
Quote: "Are you ever going to add the ability to save in some of these formats? Such as the free non license formats (like OGG and WAV)?"


This is definetly a possibility for a future version. There's still quite a bit to add on with the current version that I'm working on. I do have to apologize for not getting out another update for this plugin yet. Three weeks ago I lost my job and I've been out looking for a decent job in IT.

Olby
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Posted: 23rd Nov 2006 16:11
Are there any possibilities adding EAX support in. Enhancements pack EAX does not work properly and it is barely documented, I tried three times to start making something with those EAX commands but there are no documentation, even online. And the worst thing that the most essential command - GET EAX() does not work, it always returns 0 even if the sound card supports EAX effect. So thats the reason why am I asking this.

But hell yeah this is a very cool plug in already... I used it some time ago when I created a small sound looping program for live performances.

AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c, DBP 6.2
http://www.myspace.com/producerolby
Hoozer
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Posted: 24th Nov 2006 01:18
@ Torry,

I got a question for you:
Is it possible with your PlugIn to play the sounds/audiofiles like some kind of 3D-sound? (I allways used the DB-Pro commands like "load 3Dsound", "play sound", "position sound" and "position listener" in my programms to achieve the "feeling" of a 3D-sound!)

If not, maybe it's a feature for the next version?

Sound really good so far, I will use it in any way!


Hoozer

AMD 64X2 4800+ (939); 2GB; GF 6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.2):
http://rapidshare.com/files/3326313/PhysiX-Brick-Breakout---V--1-2.zip
Torrey
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Posted: 24th Nov 2006 05:13
Quote: "Are there any possibilities adding EAX support in. Enhancements pack EAX does not work properly and it is barely documented, I tried three times to start making something with those EAX commands but there are no documentation, even online. And the worst thing that the most essential command - GET EAX() does not work, it always returns 0 even if the sound card supports EAX effect. So thats the reason why am I asking this.

But hell yeah this is a very cool plug in already... I used it some time ago when I created a small sound looping program for live performances."


This is something I'd really like to add support for in the next version. I haven't attempted to fill out the developer application from Creative. Hopefully they accept me since I'm a single developer, and not in a team.

Quote: "@ Torry,

I got a question for you:
Is it possible with your PlugIn to play the sounds/audiofiles like some kind of 3D-sound? (I allways used the DB-Pro commands like "load 3Dsound", "play sound", "position sound" and "position listener" in my programms to achieve the "feeling" of a 3D-sound!)

If not, maybe it's a feature for the next version?

Sound really good so far, I will use it in any way!


Hoozer"


Yeah this 1.51 version has trigger zones, which act like 3D sounds. I was never really satisfied with them, and they appeared buggy at times so they were scrapped in the next version. What I had in mind was using EAX like the last poster asked about. The deciding factor with that is whether or not Creative allows me to use the SDK. If they don't I maybe forced to recode the trigger zones again.

Hoozer
16
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Location: Bremerhaven (Germany)
Posted: 24th Nov 2006 16:35
@ Torrey:

That sounds good to me! It's very fine to see, that you are still with this project! (Cause your last post was from 29th Aug.!)

I really hope that EAX would be inside the next version! That would give the whole DB-Pro-programming a new dimension! (My opinion!)


Good luck with the Creative-matter, I really hope they are so kind to give you the chance to bringt EAX-Support to DB-Pro!

Hoozer

AMD 64X2 4800+ (939); 2GB; GF 6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.2):
http://rapidshare.com/files/3326313/PhysiX-Brick-Breakout---V--1-2.zip
Olby
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Posted: 26th Nov 2006 13:27 Edited at: 26th Nov 2006 13:31
@Hoozer - As I already mentioned above DBPro supports EAX but the documentation is not-lets-say very helpful and lots of commands does not work as advertised (I should say that there are lots of other commands that does not work properly from the Enhancements Expansion Pack which renders this pack almost unusable). If TGC wont fix this soon then there is only one way - to use Torrey's wonderful audio plugin.

AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c, DBP 6.2
http://www.myspace.com/producerolby
Hoozer
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Location: Bremerhaven (Germany)
Posted: 26th Nov 2006 13:43
@ Olby:
I have read that there were some functions for EAX already, BUT I also saw that you said, they were nearly unusefull!
That's why I judged them as "not there" and so I come to the conclusion that "Torrey's Enhanced Audio Plugin" is our closest hope for EAX-Support so far! (Although the method I used before was "useable", EAX with it's more realistic features would be a great improvement!)

Let's hope he get's the permission and has time to implement it!


Hoozer

AMD 64X2 4800+ (939); 2GB; GF 6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.2):
http://rapidshare.com/files/3326313/PhysiX-Brick-Breakout---V--1-2.zip
Olby
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Posted: 29th Nov 2006 22:17 Edited at: 29th Nov 2006 22:18
@Hoozer - Yeah lets hope so. I wish only TGC could supply us with informative help files for the EAX commands (and fix some of them too). I hate when they release new stuff and forget about what have they done in the past. But Torrey is the man!

AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c, DBP 6.2
http://www.myspace.com/producerolby
Torrey
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Location: New Jersey
Posted: 30th Nov 2006 02:52
Right now I'm taking a look at using OpenAL. It's been used by tons of big name game titles. I will most likely code this as a seperate plugin because of the way OpenAL is used. The only downside of this being the media formats supported.

What are some of the most important functions you guys would like to have with an environmental audio plugin?

Hoozer
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Location: Bremerhaven (Germany)
Posted: 30th Nov 2006 16:45
@ Torrey:
I read some days ago that Windows-Vista is preventing the use of EAX on the creative sound-cards and that Creative plans to use OpenAL to bypass this! The whole thing is caused by the new driver-model of Vista and the kernel-protection.

Maybe Creative offers a new SDK in some time with the OpenAL-wrapper?!

Just my thoughts as I read that you plan to use OpenAL!


Hoozer

AMD 64X2 4800+ (939); 2GB; GF 6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.2):
http://rapidshare.com/files/3326313/PhysiX-Brick-Breakout---V--1-2.zip

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