Search found 9 matches
- Mon Apr 09, 2007 4:29 pm
- Forum: Game Programming
- Topic: I'm having a crazy error with SDL and Irrklang[solved]
- Replies: 2
- Views: 1344
unrelated?
Whenever I had an error like this, it was actually unrelated to the printf statements. Maybe try checking to see if Sound is not NULL before calling setPosition and setMinDistance?
- Wed Mar 14, 2007 11:35 pm
- Forum: Game Programming
- Topic: Sound Reloading issue.
- Replies: 11
- Views: 2666
not sure
I'm not sure what the proper protocol is. I know I need to drop ISound after it is used, if I get a pointer to it, but I couldn't find anything about ISoundSource one way or the other in the documentation. I imagine that if the sound is still playing, then the sound source is probably still needed. ...
- Wed Mar 07, 2007 1:11 am
- Forum: Game Programming
- Topic: ISound error on 2D sounds
- Replies: 2
- Views: 1332
Re: ISound error on 2D sounds
unless you start the sound paused or specify that you want to track it, no pointer is returned (this is so you don't have to worry about sounds if you don't want to). So your code should look like: ISound* S = engine->play2D(MySoundSource, false, true); S->setIsPaused(true); note that this will star...
- Mon Mar 05, 2007 3:16 am
- Forum: Game Programming
- Topic: forcing no-streaming with ver. 0.5
- Replies: 2
- Views: 1276
Woha, I understand. I can add a method for you to change the treshold were irrKlang desides to stream the sound no matter what mode you specified, currently it is one Megabyte, I think. As workaround, maybe you could change the sound to mono or reduce its sample rate, to make it smaller. But I' hop...
- Sun Mar 04, 2007 4:52 am
- Forum: Game Programming
- Topic: forcing no-streaming with ver. 0.5
- Replies: 2
- Views: 1276
forcing no-streaming with ver. 0.5
I just noticed an interesting message in my debug window: "No streaming was specified, but forcing to play sound streamed" I loaded an ISoundSource and specified irr::audio::ESM_NO_STREAMING, but got this message. I need a way to force this to no-streaming...I have some machines with slow ...
- Sun Mar 04, 2007 3:39 am
- Forum: Game Programming
- Topic: 3D Sound in a level
- Replies: 2
- Views: 1550
is it stereo?
is there a chance your wav file is in stereo? stereo wav files in play3d behave differently than you would expect.
- Fri Feb 23, 2007 9:50 pm
- Forum: Game Programming
- Topic: not getting >2 channels with irrKlang 0.4 & 0.5
- Replies: 6
- Views: 2091
various updates
I'm playing with the 0.5 version now, thanks for the features and ESEO_LOAD_PLUGINS flag fix! It still seems to have only 2 channels :( So, I suggest an addition to the irrKlang webpage: put a PayPal [Donate] button to fund purchasing a 4- or 6- (or both) channel speaker system :wink: (btw, it would...
- Fri Jan 19, 2007 12:39 am
- Forum: Game Programming
- Topic: not getting >2 channels with irrKlang 0.4 & 0.5
- Replies: 6
- Views: 2091
Too bad. I think I can fix the 2-channel limit in the next release. Although I don't have a possibility to test it, I only have 2 speakers :)...the 3D_BUFFERS flag is on by default anyway :) Thanks, that would be great! I'd be more than happy to test it out for you. :) I've been playing around with...
- Sun Jan 14, 2007 1:04 am
- Forum: Game Programming
- Topic: not getting >2 channels with irrKlang 0.4 & 0.5
- Replies: 6
- Views: 2091
not getting >2 channels with irrKlang 0.4 & 0.5
Hi, All. I've been playing with irrKlang 0.4 now that a GCC version has been released(!), and I have a small problem. When running the 3D sound example code, the audio shifts from left to right correctly, but no speakers other than front-left and front-right produce sound. I have a 4-channel speaker...