1. [Fwd: "Thank-you"s and sound stuff.]
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Oct 23, 1997
- 737 views
--------------E0C7FE7B0509E5C0164AD5A5 Does anybody here knows how to have a machine-code-program which is loaded in by an Euphoria program, if your Euphoria program is still active. This program will install its interrupts, and these will not be released when euphoria aborts my program and displays an error message. Here is my respond to Mark Honnor's mail, and you will hear why this problem has to be resolved..... Ralf Nieuwenhuijsen nieuwen at xs4all.nl --------------E0C7FE7B0509E5C0164AD5A5 Content-Disposition: inline Message-ID: <344F5F01.C9B3AC8C at xs4all.nl> Date: Thu, 23 Oct 1997 15:28:18 +0100 From: Ralf Nieuwenhuijsen <nieuwen at xs4all.nl> X-Mailer: Mozilla 4.0 [en] (Win95; I) To: nitrogen at xtra.co.nz Subject: Re: "Thank-you"s and sound stuff. X-Priority: 3 (Normal) References: <199710230535.HAA24020 at smtp2.xs4all.nl> Mark Honnor wrote: > ALSO: to JACQUES DESCHENES or anyone else, > Would it be too hard to be able to play sound effects at different > volumes and frequencies and still have as many as needed being mixed > in > real time??? The volume bit is quite important, because it is a bit > strange when things hapening on the other side of the map on my game > make sounds that are the same volume as all the sounds that are closer > > to the place that the "View-Window" is looking at!! you mean a real-time mixing system, this is a lot harder to implend that normal digitized sound output. If he would just add the code to the original code (i think) it would be extremely slow (compared to other mixing libraries out there). There are a few algorithms (yes, i'm talking out sound mixing in real-time) that are very fast. They can play a 4-track mod (ie 4 different sounds at a time) with all effects (basic mod effects and ussually also ft, st & it effects) at 22,000 16 bit stereo and only use 1.5% cpu, this is low, very low. One of those systems is for djgpp and also supports other sounds being played at any frequency and volume you want, together with you mod or s3m, etc. It is called "The sound blaster library for DJGPP 2" I know you can't use libraries in Euphoria, but this one is freeware and you could make an interrupt base interface (one interrupt to initate some status addres) and have the program also install an clock-interrupt which checks the state and acts. The only problem would be to uninstall these interrupts and this piece of code when Euphoria craches (ie abort your program with an error message) Maybe some IBM-PC Guru's here have an answer to that problem...?? > And does anyone know any way to turn '.s3m' music module files into > '.wav' sound files? If i could do that then i could some how record > the > wave files as CD music tracks for my game. A lot of mod-players can "play" to a wav-file, for example: mod4win, a shareware version is available everywhere (just search using Excite) Ralf Nieuwenhuijsen nieuwen at xs4all.nl --------------E0C7FE7B0509E5C0164AD5A5--
2. Re: [Fwd: "Thank-you"s and sound stuff.]
- Posted by PatRat <patrat at GEOCITIES.COM> Oct 23, 1997
- 732 views
- Last edited Oct 24, 1997
> systems is for djgpp and also supports other sounds being played at any > frequency and volume you want, together with you mod or s3m, etc. > It is called "The sound blaster library for DJGPP 2" Hello, Do you know how to link DJGPP stuff with Euphoria, I suppose you should be able to get assemble output but I can't find out how. Thanks :). --PatRat (Thomas Parslow) -- ()___() -- (o o) -- =\O/= -- RAT OF THE MONTH -- Competition