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Hekkus Sound System 0.97.5 released!

PostPosted: Aug 9, 2003 @ 6:31am
by gersen
I have worked a few hours on my sound lib... only two new features but I think someone can find it userful :wink:

* added support for Microsoft ADPCM compressed mono WAVs.
* added SoundFX::maxplaybacks function to control the maximum number of times a sample can play back at once.

A little note on the ADPCM support: for now it only support it at loading time so hekkus don't play this WAVs in compressed form. When you load a compressed WAV the library decompress it and play it as a common 16 bit mono sample. I don't want to kill my engine performance :)

As always you can download it at http://www.shlzero.com

PostPosted: Aug 9, 2003 @ 10:35pm
by fzammetti

PostPosted: Aug 9, 2003 @ 10:38pm
by fzammetti

PostPosted: Aug 9, 2003 @ 11:30pm
by fzammetti

PostPosted: Aug 10, 2003 @ 1:23am
by gersen

PostPosted: Aug 10, 2003 @ 9:06am
by Dave Johnston

PostPosted: Aug 10, 2003 @ 3:03pm
by gersen
Yes you can and it's not so difficult to do.

First create your own class for this one, somenthing like this

MySoundFX : public SoundFX {

public:
...
...

bool setData(char *wavdata, int bytelength, int frequency, ...);
};

On setData you have to initialize some SoundFX variables that are set on SoundFX::load(...) function. Since you don't want to call the standard load function on your MySoundFX you have to initialize it manually:

m_sample -> here you have to write the pointer to the raw wave data.
m_freq -> the frequency of the sample (11025, 22050, 16000, etc.)
m_length -> length in bytes of the wave data.

bool m_8bit -> the raw data are a 8bit uncompressed mono or a 16bit uncompressed mono sample? set true if 8bit or false if 16bit

bool m_delete -> set true if you want that the the lib perform a delete [] m_sample when your MySoundFX are destroied. Set false if you don't want.

PostPosted: Aug 10, 2003 @ 5:05pm
by Dave Johnston