cAudio 1.6 Released!

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
wildrj
Posts: 301
Joined: Thu Mar 23, 2006 12:49 am
Location: Texas/ Cyberspace
Contact:

Post by wildrj »

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
<Programming is a way of life>
If at first you don't succeed press the delete key till you do :)
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Post by Nadro »

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
Halifax
Posts: 1424
Joined: Sun Apr 29, 2007 10:40 pm
Location: $9D95

Post by Halifax »

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)
Are you going to be using EFX for those effects, or doing a buffer pass of your own?
TheQuestion = 2B || !2B
wildrj
Posts: 301
Joined: Thu Mar 23, 2006 12:49 am
Location: Texas/ Cyberspace
Contact:

Post by wildrj »

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 :)
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 :)
wildrj
Posts: 301
Joined: Thu Mar 23, 2006 12:49 am
Location: Texas/ Cyberspace
Contact:

Post by wildrj »

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
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 :)
mk.1
Posts: 76
Joined: Wed Oct 10, 2007 7:37 pm

Post by mk.1 »

windows release doesn't work (404)
wildrj
Posts: 301
Joined: Thu Mar 23, 2006 12:49 am
Location: Texas/ Cyberspace
Contact:

Post by wildrj »

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 :)
full.metal.coder
Posts: 68
Joined: Sat May 10, 2008 11:30 am
Contact:

Post by full.metal.coder »

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) :
  • * 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
The fixed (and a bit refactored) code is available of TFK svn repository : http://first-king.svn.sf.net/svnroot/trunk/audio

Feel free to use it (and especially to backport the fixes).
iZOTOPE
Posts: 23
Joined: Sun Jan 14, 2007 1:57 pm
Location: 6 feet under
Contact:

reply

Post by iZOTOPE »

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 :D
wildrj
Posts: 301
Joined: Thu Mar 23, 2006 12:49 am
Location: Texas/ Cyberspace
Contact:

Post by wildrj »

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.
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 :)
WorldSmith
Posts: 13
Joined: Sat Apr 19, 2008 5:05 pm
Location: Switzerland
Contact:

Post by WorldSmith »

Hey doode your lib is goode. At least in the approach. This thingy consumes up to 50% of my system load using your simple demo. So forget about drawing anything more complex than a thousand polys.
But anyway, keep the work up. I'm pretty curious, how this is evolving. :wink:
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

Wow this is cool, thanks, I was waiting for a good audio system to come
wildrj
Posts: 301
Joined: Thu Mar 23, 2006 12:49 am
Location: Texas/ Cyberspace
Contact:

Post by wildrj »

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 :)
WorldSmith
Posts: 13
Joined: Sat Apr 19, 2008 5:05 pm
Location: Switzerland
Contact:

Post by WorldSmith »

All righty, that makes sense. I'll give it a try putting it in a thread. ;)
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

The library is pretty cool. Its pretty easy to use and its powerful.
Post Reply