cAudio 1.6 Released!
Yeah expand on the feature request ill see what i can do about implementing them. Has far as sound effects go some will be hard due to openal do everything hardware based instead of software. But ill see what i can do and hey its opensource you need something code it in Most of my releases after this one will be bugs,features and effects(hopefully)
http://wild.deathtouchstudios.com << My gamedev blog
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New structure is very cool I agree with Halifax, than fact than it's based on OpenAL is ok. Good work wildrj
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Are you going to be using EFX for those effects, or doing a buffer pass of your own?wildrj wrote:Yeah expand on the feature request ill see what i can do about implementing them. Has far as sound effects go some will be hard due to openal do everything hardware based instead of software. But ill see what i can do and hey its opensource you need something code it in Most of my releases after this one will be bugs,features and effects(hopefully)
TheQuestion = 2B || !2B
Im not completely sure about it yet. What were trying to do *when i say that i mean me and the guys in #openal* is figure out a way to do all the effects on the hardware level. So we dont kill cpu time or flood the sound cards pci bus :/. We have a small idea on creating a alsa driver that would allow us to poke at the sound card. Of course this is just one option. If anyone knows of a easier way of doing it please tell me.
Edit: Quick Fix: Alright for anyone going to use this in there project you can not call update(); when there are no objects created it segfualts simply creating a blank objects works fine. Just make sure to have a object created.
Regarding the 1.5.1 Release:
Alright i know it seems I'm popping out these release everyday. But hey at least I'm actively testing and developing the engine
The 1.5.1 is just a pure bug fix release it fixes 4 bugs.
1. The cAudioManager could not access the stream function.
2. The streaming function was broken and wouldn't stream.
3. The streaming functions file loader was broken.
4. The cAudio engine had a for loop in it that was ment for testing purposes . When used in the irrlicht while loop it caused problems. So i took it out.
5. Segfualt witch occurs if no object is created and update() is called is fixed thanks to halifax
6. Fixed bug that would keep irrlicht window open after closing thanks to halifax
I'm working on how to fix the segfault that occurs when you try to call update() when there are no objects created but hey for now consider it a feature
Edit: Quick Fix: Alright for anyone going to use this in there project you can not call update(); when there are no objects created it segfualts simply creating a blank objects works fine. Just make sure to have a object created.
Regarding the 1.5.1 Release:
Alright i know it seems I'm popping out these release everyday. But hey at least I'm actively testing and developing the engine
The 1.5.1 is just a pure bug fix release it fixes 4 bugs.
1. The cAudioManager could not access the stream function.
2. The streaming function was broken and wouldn't stream.
3. The streaming functions file loader was broken.
4. The cAudio engine had a for loop in it that was ment for testing purposes . When used in the irrlicht while loop it caused problems. So i took it out.
5. Segfualt witch occurs if no object is created and update() is called is fixed thanks to halifax
6. Fixed bug that would keep irrlicht window open after closing thanks to halifax
I'm working on how to fix the segfault that occurs when you try to call update() when there are no objects created but hey for now consider it a feature
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
Alright its been about a week or so since the last release. This 1.6 release was made with irrlicht users and newbies in mind. Instead of 10 libs needing including now you only need one. Instead of 8dlls you only need 3*windows*
If anyone has been in the irrlicht irc in the last two days you will know what kind of problems we encountered with windows but all is well now. This release now comes with a irrlicht scenenode created by sudi. A few people worked on this release with me so i believe they should be thanked also.
Special Thanks to Sudi,Rooly,and BloodInch
If anyone has been in the irrlicht irc in the last two days you will know what kind of problems we encountered with windows but all is well now. This release now comes with a irrlicht scenenode created by sudi. A few people worked on this release with me so i believe they should be thanked also.
Special Thanks to Sudi,Rooly,and BloodInch
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
scared me there thought you said it didnt work XD. Anyways i fixed the link so try again
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
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Downloaded the code and embedded it into the WIP engine of The First King.
Good job!
But there were some issues, which I have hopefully been able to fix (those I found) :
Feel free to use it (and especially to backport the fixes).
Good job!
But there were some issues, which I have hopefully been able to fix (those I found) :
- * looped sound did not work (end of ogg stream reached)
* pause/stop/resume did not work properly
* it used STL instead of Irrlicht containers (not an issue in general but in my case I wanted to get rid of it...)
* couple of API inconsitencies
Feel free to use it (and especially to backport the fixes).
reply
my code is written in vs2008 express edition, and i added aditional include directories and the link libraries, but it gives errors when i try to compile:
main.obj : error LNK2019: unresolved external symbol _getAudioManager referenced in function _main
C:\Project\veedub\Debug\veedub.exe : fatal error LNK1120: 1 unresolved externals
Build log was saved at "file://c:\Project\veedub\Debug\BuildLog.htm"
hope you solve this too
main.obj : error LNK2019: unresolved external symbol _getAudioManager referenced in function _main
C:\Project\veedub\Debug\veedub.exe : fatal error LNK1120: 1 unresolved externals
Build log was saved at "file://c:\Project\veedub\Debug\BuildLog.htm"
hope you solve this too
It is a problem with mikmod and vstudio :/ mikmod really hates vs.
The best option is to take out the mikmod support from cAudio it isnt hard to figure it out. The latest release fixes the looping bug reported 2 post above.
you can find the latest 1.6.1 *unoffically announced* at http://www.dl.deathtouchstudios.com/cAudio/
id release it but sudi the guy who makes my windows builds hasnt been on in 2 months.
The best option is to take out the mikmod support from cAudio it isnt hard to figure it out. The latest release fixes the looping bug reported 2 post above.
you can find the latest 1.6.1 *unoffically announced* at http://www.dl.deathtouchstudios.com/cAudio/
id release it but sudi the guy who makes my windows builds hasnt been on in 2 months.
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
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haha wow..sorry for the late reply.. but cAudio uses as much cpu routines as it can to continue updating the update thread. Its your job to manage how many times it should update. Ethier by a thread or using a timer in your game loop.
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
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- Posts: 13
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