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Post by Tom Mulgrew on Jul 29, 2006 19:22:30 GMT -5
I've put v2.4.2 up on the main page.
The only difference between this one and v2.4.1, is that it uses the new "Audiere" based sound engine, and not the previous "OpenAL" one.
So if you've already grabbed the new sound engine, then there's not much reason to get the new version.
However if you missed it, the new engine supports a number of sound and music formats including mod formats like .mod, .s3m, .xm, .it. It also doesn't require OpenAL to be installed, so is easier to distribute.
-Tom
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Post by James :) (aka Madcow) on Jul 30, 2006 14:43:27 GMT -5
cool but why call it v2.4.2 why not v2.4.1.1
and why don't you make it so that when you make an exe audere .dill and basic4gl .dill are copyied where the exe is saved if the user clicks yes
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Post by gaviero on Jul 31, 2006 11:08:14 GMT -5
Possible issue with Audiere... I wrote an 8-track wav sequencer (drum machine) using the OpenAL version, and it kept time extremely well -- even when playing 8 wav files together. With the new Audiere version I immediately noticed some issues. There are some timing pauses/delays when running this same b4gl script. Noticeable delays and pauses occur when playing multiple sounds, and the drum machine doesn't keep a steady beat. I haven't investigated the Audiere API, but maybe there is some buffer size or latency attribute that could resolve this. Maybe OpenAL is just more efficient. Otherwise, I really appreciate the effort to improve Basic4GL sound. The wav sequencer really works great, and handles 8 'tracks' well, but I think that I will have to continue using the older version for it to work correctly.
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Post by davy on Jul 31, 2006 11:11:27 GMT -5
That sounds like a cool idea (the wav sequencer), do you have any plans to add anything other then drums? If so, I play guitar, maybe I could record a few bars worth of riffs for it. I would like to see it if you get a chance to put it up somewhere.
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Post by gaviero on Jul 31, 2006 15:42:33 GMT -5
It may be that I'm the only one that will notice the Audiere timing issues since they are pretty obvious with something like a drum machine, but perhaps not with a game. OpenAL was working great for me, and I was excited to finally build something like this in b4gl...
I want to post, but I need to rebuild an exe with 2.4.1 before posting... I could post the source, but I don't want people to run something that doesn't work with the new version.
Note. Actually, the sequencer loads whatever wav files are located in the folder automatically, so you can drop in any sound files you want... Pretty nice, eh? Look out FruityLoops! Let's hope I find my 2.4.1 installer...
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Post by davy on Jul 31, 2006 15:58:52 GMT -5
Sounds great. Hey, if it ever gets to be a bigger program, you should make a site for it and let users start a library of tracks. Also, what type of audio format are the tracks? If they are easy to figure out, you could find a way to compile all of the tracks into one so that they can export a single file! That would make for a great program!
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Post by dw817 on Jul 31, 2006 16:22:50 GMT -5
Hi Tom:
* You mentioned that there is a new sound driver ?
Could you please post an example of how to play a .MOD that compiles to single .EXE for instance ?
Thanks, David
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Post by Tom Mulgrew on Jul 31, 2006 21:43:51 GMT -5
(...) I haven't investigated the Audiere API, but maybe there is some buffer size or latency attribute that could resolve this. Maybe OpenAL is just more efficient. Otherwise, I really appreciate the effort to improve Basic4GL sound. The wav sequencer really works great, and handles 8 'tracks' well, but I think that I will have to continue using the older version for it to work correctly. Hmm.. I did recompile it with a lower buffer size to lower the latency to about 100ms (the standard Audiere build has about a 500ms latency, which is noticeable even in games). The OpenAL sound engine and "Audiere" sound engine are currently interchangeable. So you can still use the OpenAL version with v2.4.2. Perhaps I'll distribute both sound engines in the future...
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Post by Tom Mulgrew on Jul 31, 2006 21:50:41 GMT -5
Could you please post an example of how to play a .MOD that compiles to single .EXE for instance ? Do you mean a version where just the MOD file is contained in the .exe or a version that does not require the sound engine DLLs to be distributed? If you just want the MOD file contained in the exe, simply include it as an "embedded file" when you create your standalone .exe. Something like this will play a .mod file: PlayMusic("song.mod") while MusicPlaying(): Sleep(100): wend printr SoundError() printr "Finished" If you mean can you create a standalone exe that doesn't require DLLs, then no, Basic4GL cannot do that. (Part of LGPL license used by Audiere forbids compiling the code directly into an exe). -Tom
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Post by dw817 on Aug 1, 2006 9:25:04 GMT -5
Hi Tom: * Works great ! Requires both DLLs I see. ?Question: Does the user still need to install the .EXE sounddriver in addition to the 2 DLLs being in the same directory ? If not, my Booster can grab the audio calls from the 2 DLLs using the exact same commands of PlayMusic and MusicPlaying(). And as long as you are running my one Booster engine, neither DLL will be necessary. Heh- I guess this means .WAV files will play now too so I don't have to use MCI$ for that now in my Booster. Svveet ! But please let me know if the .EXE install is still required. I probably will NOT be able to bundle that easily and if bundled in Booster, will require the user to select-install it from a menu in Booster. David
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Post by gaviero on Aug 4, 2006 11:00:30 GMT -5
Hmm.. I did recompile it with a lower buffer size to lower the latency to about 100ms (the standard Audiere build has about a 500ms latency, which is noticeable even in games). The OpenAL sound engine and "Audiere" sound engine are currently interchangeable. So you can still use the OpenAL version with v2.4.2. Perhaps I'll distribute both sound engines in the future... You mean interchangeable in the compiler source code? I don't think distributing both is such a bad idea.
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