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Hekkus Sound System 0.97.6 available!

PostPosted: Aug 28, 2003 @ 5:33pm
by gersen

PostPosted: Aug 28, 2003 @ 6:28pm
by denthorq

PostPosted: Aug 28, 2003 @ 6:47pm
by chandler

PostPosted: Aug 28, 2003 @ 7:28pm
by fzammetti

PostPosted: Aug 28, 2003 @ 7:56pm
by Dave Johnston

PostPosted: Aug 28, 2003 @ 7:57pm
by gersen

Hekkus Sound System 0.97.6 soon available and licence change

PostPosted: Aug 29, 2003 @ 1:25am
by Mr X

PostPosted: Aug 29, 2003 @ 5:00am
by mm40

PostPosted: Aug 29, 2003 @ 1:14pm
by Dave Johnston

PostPosted: Aug 30, 2003 @ 2:13pm
by gersen
Mr X:
If you can privede me the code I'll try to add it on the new version.

mm40:
Source will not be released anymore, sorry. I have some problem to get a paypal account working properly here in italy. Not all the features are available on my country. So probably I came up with something like this: you can work with the library on freeware and commercial games too, if you earn money with your games contribute to the hekkus development and buy a licenced copy of the library. As a gift you will get the library source code that you can modify/study/abuse but not redistribute.

It's a very strange licence, I know, but I'm a strange man too... :D

PostPosted: Sep 11, 2003 @ 2:55am
by gersen
Hi all!
Well, after some time I have decided to release a new version of my sound lib without changing the licence terms. Why? Because some have asked me to not close the source and because here in Italy isn't easy to receive internet donation. So enjoy the new version and the source code :)!

Changes:
* fixed some prob with modules loop (thanks Max Sitnikov for report).
* added load from memory methods to SoundFX and Module (thanks Max).
* added 'pattern loop' ProTracker mod effect.
* fixed some other minor bugs that I don't remember :).

PostPosted: Sep 11, 2003 @ 3:14am
by denthorq

PostPosted: Sep 11, 2003 @ 4:05am
by gersen
I have just tried your game Zapped! but I don't have heard this pause. Do you hear this pause with the first SoundFX on the menu or when you are playing the game?

It's quite strange, there isn't code on hekkus that preload or set something on the first sfx played so it shouldn't be any pause.

On which ppc(s) do you hear this pause?

PostPosted: Sep 11, 2003 @ 4:15am
by denthorq
I'm using ipaq h1910 for development. Maybe is a PPC device issue? I hope it's only on my device. I also experience the sound pause on other games that uses hekkus though.

The 'pause' is when the first shape zapped another shape during gameplay. Or during the first play of the sound in the game. I'm only pertaining to wav play.

If anyone noticed this problem pls post what device are u using. Or maybe it's just my 1910 :-)

PostPosted: Sep 11, 2003 @ 4:25am
by gersen
What other games have you tested that have this problem?

Now I'm writing a simple test program to verify the delay of the first sfx played. I'll post here a link when I have finished it. It may be a h1910 issue but my engine never stop to play after you have opened it so... maybe the test give us an answer.

See you later :)