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Hekkus Sound System 0.98.rc1 released!


Postby Thomas » Jan 3, 2004 @ 7:53am

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Postby fast_rx » Jan 4, 2004 @ 12:40am

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Postby brendan » Jan 4, 2004 @ 5:50am

Thanks for the feedback guys, it seems to work "ok", I've a few problems with songs that have high bpm settings (i,e 188), when converted to MOD it drops it back to 125, and cant be changed, and thus wont play correctly (to slow).

-Thanks
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Postby sponge » Jan 4, 2004 @ 7:14am

holy internets batman.
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Postby gersen » Jan 4, 2004 @ 3:00pm

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Postby fast_rx » Jan 11, 2004 @ 5:29pm

Gersen, is there any way to poll the status of specific channels in the mod file? I had this crazy thought of sync'ing some in-game movements with the music. At first, I thought of modifying your sound library so that I could see when a effect code EF was issued (since it appears to be unused by Modplug). But maybe just peeking at the current notes would be enough...
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Postby gersen » Jan 11, 2004 @ 5:44pm

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Postby izeman » Jan 29, 2004 @ 4:24pm

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Postby Mr X » Mar 12, 2004 @ 2:03am

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Postby gersen » Mar 14, 2004 @ 2:59pm

new version of hekkus have some code to save cpu usage if there is nothing playing but only with the upcoming 0.99 version I have truly optimized the mixer functions for this case. On 0.99 I have also optimized the way sound channels are processed and now you can allocated how many sfx and mod channels you want and Hekkus will always process only the channels that are playing.

The new 0.99 version will be shipped without code and on .dll format. I have received some mail that have asked for a update to the .net port. Now that Hekkus is a dll should be more simple to do a .net port (I don't have vs.net...). Anyone interested? Sean :) ?
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Postby Presto » Mar 14, 2004 @ 5:26pm

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Postby Mr X » Mar 14, 2004 @ 7:32pm

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Postby mlepage » Mar 14, 2004 @ 7:47pm

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Postby gersen » Mar 15, 2004 @ 4:04am

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Postby Mr X » Mar 15, 2004 @ 6:29am

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