1. SFX2 Not Working... :(

I got the SFX2 libs and something really weird happend:

        * I have a dsp version of 2+ (I think 3, but do not know for sure, 2
always works for me...)
        * The GaMe&Wav worked for me, (it's all i really need,anyway)
        * The sfxdemo and wavdemo did not!!
        * The sfxdemo has got an error in it, says ex.exe
        * The wavdemo tells me my soundcard is not supported

        You must know that I have a thouzand games installed or had
installed where the SoundBlaster routines all worked fine, really
NEVER a problem, it really is 100% compatible, the only problem i
sometimes have is with my cd and soundcard (The port for playing a
music-cd during a game)

        Hope Jaques Deschenes  can fix this or at least help me.
         (I am problely not the only one)

Ralf Nieuwenhuijsen
nieuwen at xs4all.nl

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2. Re: SFX2 Not Working... :(

Ralf Nieuwenhuijsen wrote:

>         You must know that I have a thouzand games installed or had
> installed where the SoundBlaster routines all worked fine, really
> NEVER a problem, it really is 100% compatible, the only problem i
> sometimes have is with my cd and soundcard (The port for playing a
> music-cd during a game)

As a programmer, you should know that even if your soundcard claims to
be 100% SoundBlaster compatible, it really isn't 100% SoundBlaster
compatible.

There's only one soundcard I would recommend outside of a SoundBlaster,
and that is a Gravis UltraSound - It has SoundBlaster emulation, but all
the cool sound libraries support it now anyway.  And it picks up a LOT
less noise than a SB, espically handy if you're into making samples from
a Line-In/Mic.  SoundBlasters will pick up all kinds of noise, including
your hard drive clicking (try cranking your soundcard, and copy large
file to another directory).

Alas, I'm too cheap to buy one, so I must deal with SB16 for now.

Oh, as for your CD-Soundcard problem, check and see if your cable from
the CD-Drive is properly plugged onto your soundcard, or if you have one
at all.  If not, wander down to your local electronics shop and ask for
a MPC-2 cable to connect from your <insert soundcard> to your <insert cd
brand/model>.

Hope that helps.
--
     - MiD ( mrunner at webaccess.net / http://rmi.net/~kaliste/ )

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3. Re: SFX2 Not Working... :(

At 15:28 97-06-15 +0000, Ralf wrote:
>I got the SFX2 libs and something really weird happend:
>
>        * I have a dsp version of 2+ (I think 3, but do not know for sure, 2
>always works for me...)
>        * The GaMe&Wav worked for me, (it's all i really need,anyway)
>        * The sfxdemo and wavdemo did not!!
>        * The sfxdemo has got an error in it, says ex.exe
>        * The wavdemo tells me my soundcard is not supported
>
>        You must know that I have a thouzand games installed or had
>installed where the SoundBlaster routines all worked fine, really
>NEVER a problem, it really is 100% compatible, the only problem i
>sometimes have is with my cd and soundcard (The port for playing a
>music-cd during a game)
>
>        Hope Jaques Deschenes  can fix this or at least help me.
>         (I am problely not the only one)
>

  I don't have that problem on my sound card  and no one else reported a
failure of
sfx_demo or wavdemo.
  Could you please, send me more information.  Can you trace the error to
the source code line.

  I will work on sfx2.e  in the following days.  Now that I have a 16 bits
card I will be able to modify the code to play 16 bits files without
converting them to 8 bits.

A next release should come in a few week.


Regards,

Jacques Deschenes
Baie-Comeau, Quebec
Canada
desja at quebectel.com

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4. Re: SFX2 Not Working... :(

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Jaques Deschenes wrote:
>   I don't have that problem on my sound card  and no one else reported a
> failure of sfx_demo or wavdemo. Could you please, send me more information.
>  Can you trace the error to the source code line.

        It was a sliching error (You can't slice past end of sequence) and
it occured because no file at all could be loaded...
        I fixed by checking if any file is loaded at all, if not no use for
running this program, abort!
        The real problem is that my sound_card is not detected correctly....

        I get a SoundCard not supported error from wavdemo.ex and the
iSbCardError says the same during sfxdemo.ex
        However the game&wav thing does work correctly...

        I got the sfxdemo working about a minute ago, when i pressed 'q' at
line 24 while tracing, that worked until i started my pegasus mail
and connected to the net while euphoria was waiting in the
background, after that i tried a dozen times, it just won't work
anymore... maybe something with win95...

        PS I tried it all with 1.5 and 1.5a it didn't make a difference....

        I made a ex.err file by stopping the program while tracing so you
can see how weird your values are...

        Here are the highlighst of the your values, for more see the ex.err
file attached....

        BaseIo = 544    (My real one is 220)
        Irq = 5         (Correct)
        DMA8 = 1                (Correct)
        DmaChannel = 1 (WHat's the difference with DMA8 ?)
        ANd almost all addresses are 2.19702e+009
        The copy_thing addresses are all 2.19703e+009

        Have a better look at ex.err, it contains the full names of
everything and all the values.. note the weird memory addresses, do
you lock them all after at the end of each allocation or at the end
of all allocation, do you lock them at all?? Maybe the allocation
thing doesn't work right....

>   I will work on sfx2.e  in the following days.  Now that I have a 16 bits
> card I will be able to modify the code to play 16 bits files without
> converting them to 8 bits.

        Cool, what about different volumes for left and right and CENTER and
more mixing options at the playsequence...

        PlaySound ( SoundHandle, Frequency, Volume, Rate, Effects )

        Where effect is a sequence containing effect data which allows you
to do things as echo (reverb really sounds great), volume sliding,
tone sliding, Rate sliding, etc.

        With that a module-player is made in no time....
        A module-player sounds zillions times better than midi, but requires
more cpu (a 4-track, rate:22.000, Mono requires about 2.5% cpu in
100% machinecode)

        I got a lot of specs about midi/fm programming, if you want them i
can mail them to you, i tried to do this myself, but i just get too
confused about machine_code, segements, dma, ports, bytes, bits and
stuff... ..but then again i do not have any experience with these at
all.....

Ralf Nieuwenhuijsen
nieuwen at xs4all.nl
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5. Re: SFX2 Not Working... :(

Ralf Nieuwenhuijsen wrote:

>         DMA8 = 1                (Correct)
>         DmaChannel = 1 (WHat's the difference with DMA8 ?)

I assume DMA8 is your 8-bit DMA, and DmaChannel would be your 16-bit
DMA, but Jacques said it didn't support 16-bit .WAV's because he didn't
have a 16-bit card..?  I guess it's just filling in the same DMA for
both?

Anyway, the two DMAs should be different - my 8-bit DMA is 1, and my
16-bit DMA is 5.
--
     - MiD ( mrunner at webaccess.net / http://rmi.net/~kaliste/ )

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6. Re: SFX2 Not Working... :(

At 13:19 97-06-16 +0000, Ralf wrote:

>        I get a SoundCard not supported error from wavdemo.ex and the
>iSbCardError says the same during sfxdemo.ex
  This error should append only if your dsp version is lower than 2.0

  game&wav doesn't use sfx2 it uses first version of sfx and sbcard.e
  which is very different code.

>        I got the sfxdemo working about a minute ago, when i pressed 'q' at
>line 24 while tracing, that worked until i started my pegasus mail
>and connected to the net while euphoria was waiting in the
>background, after that i tried a dozen times, it just won't work
>anymore... maybe something with win95...

   I have no answer to that for the moment.

>        BaseIo = 544    (My real one is 220)
         this value is correct   544 = 220h
>        Irq = 5         (Correct)
>        DMA8 = 1                (Correct)
>        DmaChannel = 1 (WHat's the difference with DMA8 ?)
>        ANd almost all addresses are 2.19702e+009
>        The copy_thing addresses are all 2.19703e+009
  those address are OK too.  euphoria print large integer in exponatial
notation.



   it seem that I have a lot of debugging to do with this sfx2.


  About MOD player, I tried two MOD player on my computer and both failed.
So I have no idea how good MOD files are.
  If I do something it will be MID file player rather than MOD.

  If you programming specs for OPL3 and OPL4 fm synthesizer chip I would like
to have it.  I have some of them but it's not complete.


Regards,





Jacques Deschenes
Baie-Comeau, Quebec
Canada
desja at quebectel.com

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7. Re: SFX2 Not Working... :(

Jacques Deschenes wrote:

>   About MOD player, I tried two MOD player on my computer and both failed.
> So I have no idea how good MOD files are.
>   If I do something it will be MID file player rather than MOD.

Truly, .MOD/.XM/.S3M/etc.. are tons better than MIDI files, IMO, and
would much rather see support for these files.

Besides, most of the samples stored in .MOD formats are .WAV files
anyway.

If you're looking for a good MOD player, do a web search for Cubic
Player.  It's really good, fast, and free.
--
     - MiD ( mrunner at webaccess.net / http://rmi.net/~kaliste/ )
       nothing:information Service: 1 - 719 - 380 - 1396
       iLLoGiK ushq / Project Gabbangelion ushq
       unofficial Kosmic distro

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