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New sound system (Hekkus Sound System) for ppc available!


New sound system (Hekkus Sound System) for ppc available!

Postby gersen » May 11, 2003 @ 7:30pm

Well, I have release the first version of my sound system for ppc. It's the same that was included on my PocketFrogPlus library with some enhancement and some bugfixes. It comes with full source code and it's free for free/shareware and commercial games too.

Some features:
* fast mixer routine (written from scratch), minimized data access and no division used!
* support all mips, sh3, arm and xscale PocketPC.
* support also Win95/98/2000/XP for cross platform development (code on Win32 and play on WinCE :))
* mix up to 3 ProTracker module and up to 64 waves sound.
* very easy api, you can do all with 4 little C++ class.
* free for freeware/shareware and commercial games!
* source code included!

On my website I have included a minimal GapiDraw application that show how you can add sound on games based on this library, but you can easily use it with other graph lib as well.

The package include also documentation for all classes and function of my library.

Download it on www.shlzero.com and write me at gersen@shlzero.com your impression, bugs report or anything you want.
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Postby Dave Johnston » May 11, 2003 @ 7:46pm

Just a recommendation: This sound system has proved excellent in PocketFrogPlus and so if you are looking for sound capability in your own game, Hekkus really is worth trying. Excellent performance and accuracy - not had a problem with it, ever.

So go forth and download!
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Postby Dan East » May 11, 2003 @ 8:04pm

It would be interesting to see how this compares to FMod and MikMod performance-wise. If it requires roughly the same cycles to play a given mod then FMod could be in trouble.

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Postby Dan East » May 11, 2003 @ 8:05pm

Does it play xm modules? The website doesn't say.

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Postby gersen » May 11, 2003 @ 8:27pm

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Postby fzammetti » May 12, 2003 @ 5:35pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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SoundFX

Postby warmi » May 12, 2003 @ 5:45pm

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Postby gersen » May 12, 2003 @ 7:39pm

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sound

Postby warmi » May 12, 2003 @ 7:50pm

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Postby Presto » May 12, 2003 @ 8:27pm

The sound system is also used in Dr. Pocket. Unless the music volume is set to zero, there's always a .mod file playing, with .wavs played when actions occur.

As for performance, the game only drops a few fps with the .mod playing. I had a minimum target of 30fps when I developed Dr. Pocket, and it runs at 30-31fps with the music playing. I think it's well worth trading a few frames for background music.
<a href="http://www.pocketadventures.com/travel.asp"><img src="http://www.pocketadventures.com/images/ttc_banner.gif" border="0"></a>
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Postby gersen » May 12, 2003 @ 9:23pm

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Postby warmi » May 12, 2003 @ 11:18pm

You were absolutely correct.
I substituted your blink.wav for one of my waves and it does play correctly on my ipaq - there has to be something wrong with my waves ( I saved them with cooledit).
Anyway, I will play around with it ..
Thanks for your help

PS.
I am pretty sure it is CoolEdit that is introducing that click for even your blink.wav file started clicking once I saved it using CoolEdit.
Do you have any recomendation for an app that will save wav files in the format that won't introduce clicking and other stuff during playback ?
Thanks again.
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Postby sponge » May 13, 2003 @ 1:47am

holy internets batman.
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Postby draklava » May 13, 2003 @ 3:32am

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Postby JoJo » May 13, 2003 @ 5:20am

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