Tobias Ulbricht wrote:
simple question.
How would you start to implement music (mod, midi) and audio support for a
game?
I looked for games-programming, but found only oss-dependent environments.
Is there a favourite one of you?
We initially developped the soundfont synthesizer for
--On Friday, June 8, 2001 7:29 AM -0400 Paul Davis [EMAIL PROTECTED] wrote:r
As for the realtime requirements, here is a partial list of
applications that are supposed to be realtime like Ardour:
ardour
jMax
pd
csound
quasimodo
Soryy to fill everyone's inboxes with this one: I just realized that I
the post I made to this list a few hours ago had the wrong header and
email address. PLEASE DO NOT DIRECT FLAMES OR RESPONSES TO JOE KAZMER
([EMAIL PROTECTED])! HE DID NOT SEND THE MESSAGE! Instead, if you fell
like
On Fri, Jun 08, 2001 at 07:39:01AM -0400, Paul Davis wrote:
the example given was a simple one that does not use the in-process
capabilities. most applications will not want to use the in-process
model because of the way it complicates their GUI design.
I would say that for example a
Can someone give me a reference to the pdf doc for LAAGA?
I would be interested to read up on the specification.
no such document exists. the discussions on the list are an attempt to
work it out. kai vehamen has an excellent website that describes the
problem space we're working in, but he'll
the engine always makes the frame time available. thats the only sort
of time we can establish, but even that relies on having a client that
can tell the engine. in order:
How? I don't see it explicit in the API. And what exactly is frame
time? How is it different from sample time?
its
Can you describe a situation where a client would want to meter
something other than its own input? If all input metering can be
handled by the owner of the input port, then there is no need for the
server to make this data available to non-owners.
The problem is that there may be more than one
I would say that for example a softsynth can (and therefore, should),
use the in-process model, because it should have that separation
between the synth machinery and the GUI anyway; control messages
through MIDI or similar. (At least that's how I think a softsynth
should be designed, good thing