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

PostPosted: May 11, 2003 @ 7:30pm
by gersen
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.

PostPosted: May 11, 2003 @ 7:46pm
by Dave Johnston
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!

PostPosted: May 11, 2003 @ 8:04pm
by Dan East
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.

Dan East

PostPosted: May 11, 2003 @ 8:05pm
by Dan East
Does it play xm modules? The website doesn't say.

Dan East

PostPosted: May 11, 2003 @ 8:27pm
by gersen

PostPosted: May 12, 2003 @ 5:35pm
by fzammetti

SoundFX

PostPosted: May 12, 2003 @ 5:45pm
by warmi

PostPosted: May 12, 2003 @ 7:39pm
by gersen

sound

PostPosted: May 12, 2003 @ 7:50pm
by warmi

PostPosted: May 12, 2003 @ 8:27pm
by Presto
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.

PostPosted: May 12, 2003 @ 9:23pm
by gersen

PostPosted: May 12, 2003 @ 11:18pm
by warmi
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.

PostPosted: May 13, 2003 @ 1:47am
by sponge

PostPosted: May 13, 2003 @ 3:32am
by draklava

PostPosted: May 13, 2003 @ 5:20am
by JoJo