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Hekkus Sound System 0.99.rc1 released!


Postby Mr X » Mar 17, 2004 @ 1:21am

gersen wrote:I have added a s when the function operate on all Sounds or Musics (plural this unknown) and I have changed the resumeMusics/Sounds to unpauseMusics/Sounds.

I promise to not touch the function name anymore for v. 0.99.x


Plural of Music is Music (don't you love english :) ). I wouldn't mind if you changed all the Musics back to Music.

I can't link to hss.lib using VS2003, although I can using VS6. I could get around this previously by adding all the files to the project and then compiling everything but that is no longer an option :(.
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Postby gersen » Mar 17, 2004 @ 3:02am

Mr X wrote:Plural of Music is Music (don't you love english ). I wouldn't mind if you changed all the Musics back to Music.

Yes, I don't love english :)
Uhm, and if I say that Music is not refer to a song but to my (hss)Music c++ objects? ;)

Mr X wrote:I can't link to hss.lib using VS2003, although I can using VS6. I could get around this previously by adding all the files to the project and then compiling everything but that is no longer an option.

That's not a good news. Microsoft probably have changed something on .lib or .dll specification for c++ from vs6 to vs2k3. I will try to investigate on the next days.
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Postby Centaur » Apr 5, 2004 @ 1:20pm

gersen,

Do you already have a solution for this problem with linking the hss.lib in VS2003 ?!
I have the same problems, and do not really want to go back to VS6 :cry:

Note: I get the LNK2019 linker errors for the methods that return an (unsigned) int (a s32 or u32) or that have a parameter that is of type s32 or u32.
For instance the hssSpeaker.suspend() (returns void and void parameters) does link OK !
Hopefully this helps...
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Postby gersen » Apr 6, 2004 @ 10:26am

I have fixed the vs.net linker problem. I have to say thanks to Centaur that have pointed me to the right direction. I chaged the data definition of my library, I have replaced the vary __int16, __int32 etc. with standard types (short int, int etc.) and now magically the dll works even on vs.net! 8O

I have added to my webpage a new Hekkus version (0.99.rc3) that fixes this and some other little bugs. Download it at http://www.shlzero.com
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Hekkus now implemented in my game, question about file types

Postby Conan » May 14, 2004 @ 5:56am

As I'm new to music can someone list the file extensions which work with Hekkus as I don't know any other than .mod & .wav (in version 0.98)

Don't see anything I understand in the docs though I'm sure if I already knew PC music I would be able to follow.

ps: Now Hekkus is installed I need a few days to source sounds & incorporate in the game, then I need to add the registration code & then it's time for beta testing at long last :)
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Postby gersen » May 14, 2004 @ 6:14am

Oh well, Hekkus works only with .mod and .wav.
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Postby Conan » May 14, 2004 @ 6:16am

No problem. I just needed to know what to work with. Almost all the tunes I have are .mod but there are .it & others. I can ignore them.

ps: re: lack of PAYPAL issue, I new have a worldpay account. Is that something you could use to take a donation?
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Postby gersen » May 14, 2004 @ 7:43am

I use paypal only because it can transfer donations directly to my bank account. I will try to see if worldpay support bank transfer and if it is easy to sign in I will open an account.
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loading a module from file fails ?

Postby Conan » May 14, 2004 @ 12:32pm

Code: Select all







//sample tune for background music
    m_module.load(_Module.GetModuleInstance(), IDR_MOD);
    TCHAR fullpath[MAX_PATH];
    int pathlen = PocketPC::GetFullPathName(_T("ars.mod"),fullpath);
    int retcode = m_module.load(&fullpath);
    m_module.loop(true);
    m_sound.playMod(&m_module);
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The .load from a resource works and the tune plays. The load from a file returns true but no music, using exactly the same .mod file.

What's wrong. Am I mis-using fullpath (I see you use it yourself in the load code) or is my syntax wrong in some way?

(I'm only using one load at a time obviously)
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Postby Dan East » May 14, 2004 @ 1:10pm

I've not familiar with this library, but shouldn't this:
int retcode = m_module.load(&fullpath);

Be this:
int retcode = m_module.load(fullpath);

Otherwise you are passing a pointer to a pointer to load().

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Postby gersen » May 14, 2004 @ 1:32pm

Yes, dan is right, if you use int retcode = m_module.load(&fullpath); you are passing a pointer to a pointer and only god know what can happen.

First of all you should use the latest version of the library, don't know what version are you using but I remember that there was a bug on the load from file somewhere on version 0.97.x

Second on the load from file I use a function that do the same thing that PocketPC::GetFullPathName do so there is no need to call it before the module load.

Try to load something else (like a wave or another module) without using PocketPC::GetFullPathName and let me know if it works.
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Postby Conan » May 14, 2004 @ 3:59pm

Sorry Thomas & Dan, the & crept in as one of my attempts to figure it out. I can follow addressing modes in assembler no problem but C++ pointers are just mad & I can never quite make my mind up about * & etc.

I changed the code to pass just the file name and now the return is false. I double checked that the .mod is in the correct place. I will do as suggested & try latest version. Have downloaded it but have to work out what to do as there's nothing explaining what to do with the dll's

ok, an hour wasted trying to get the .dll to be recognised. Also there's a .lib, I though the .lib was gone. Please explain how to link in the .ddl Off to look at FMod's docs as I had that working & it uses a dll so that might tell me the answer.

So having looked at FMod's docs it seems I don't use the dll at the build stage so I will go back to the .lib however I'm only building in debug and there's not a debug version. Off to the Hekkus site for another look.

Ok, got it to build in release mod

and the .mod plays now with the latest version, so even in V0.98 it's broken
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Postby gersen » May 14, 2004 @ 9:55pm

I know that I should add more docs for Hekkus, but I don't have much time and when I can I prefer working on the lib insted of writing bored docs.
The best thing to do if someone want to understand how to intagrate and use my library is look at the source of one of the samples that are present on the download page of Hekkus. There is for example a PF 7.0 sample that explain how to use it with the latest Hekkus version.

With version 0.99.x you can use the same .dll for debug and relese builds, without the source code there is very little interest to have a debug .dll.
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Postby fzammetti » May 14, 2004 @ 11:18pm

If anyone needs help with Hekkus, feel free to IM me and I'll do what I can. I've now used Hekkus in two projects, one GD and one PF, and while I can't promise I can answer every question, I can probably assist you somewhat (and I wrote the sample that Thomas is referring to in PF 0.7.0).
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Postby Conan » May 15, 2004 @ 5:43am

Thanks Thomas & Frank. I had seen the sample with the PF download on Thierry's site but it's out of date.

One question Frank, Is the big number in the line

code] m_speaker.open(22050, 16, true, 1, 16);[[/code] a buffer size?
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