Hello there,
In COMAudio you would have to get two separate objects from the audio device
object in order to play two sounds at once. The same is true for BGT, you
simply create two separate sound objects and switch between them.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "valiant8086" <valiant8...@lavabit.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, April 13, 2010 6:24 AM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!
Hi.
Ok, I downloaded BGT 0.2 and started on porting the voiceover script from
auto it. I have the audio portion of it sort of working, but I bumped into
another problem. The concept is that it plays another sound before the
other one has actually finished, making it a little more smooth, less gap
between files, than typical voiceover scripts. However when I tell BGT to
try doing that it interrupts the previously playing sound instead of
starting the new sound without bothering the other. I think com audio uses
buffers or channels or something to let you do this. Can BGT do it too? I
thought about using two objects and switching back and 4th between them
until BGT is able to support channels. For now I've resorted back to using
your typical method of playing a sequence of speech sounds until I hear
what I can do about this.
----- Original Message -----
From: "valiant8086" <valiant8...@lavabit.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 10:30 PM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!
Hi.
I haven't downloaded and messed with this any, but it looks like I might
possibly be able to begin using this now. It's just going to be really
tough writing all this in one document. Going to get confusing. The issue
is attempting to figure out how to process speech files while trying to
run other code without skipping a beat clock wise. Darn, multithreading
or co processing or what ever that term is would really shine in this
situation.
I probably will have to write the voiceover script and then figure out
how to make it so that it can be pasted into the main loop of a program
instead of using it's own loop. Worse case senario is I write it, then if
I fail to figure that out, ask for help from you or someone else who
might know on including it in a main loop.
Now that you've impliminted length and position properties, asuming when
I go trying to use them they turn out to be fast and reliable enough I
should be able to make a ridiculously pause free sounding voiceover
script. I imagine if I ever get it done I could submit it for other bgt
users and just ask that my name gets put in somewhere for my efforts on
it.
Starting to get a bit pumped up. I think some day I'm going to be able to
produce stuff using BGT.
Regarding licensing, have you thought about some sort of shaired revenue
type setup? This concept would be if I write a game and I sell say 11
coppies of it, for 25 dollars each, there's a contract/agreement that
goes with the particular license I elected for that says you get say 10
15 20 25 what ever percent of my profit. Let's say it's 20 percent for
now, 11 coppies times 25 dollars would be 275 dollars total. 20 percent
of 275 is 55 dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd
sell a lot more than 11 coppies. Just wondered about that, could help in
situations where people don't want to pay 800 dollars to get it.
Me personally I don't know anything about whether 800 is too high or too
low, understanding it's a one time thing. I suppose a person could use
the free version to write the game without compiler support, and if they
know it's going to doo well somehow they can buy the license. Not sure
how that's going to work. With thaqt 800 dollar senario, if I wrote a
game and tried to sell it for 25 dollars, I would have to sell 32 coppies
of it just to brake even on the first game. After that it'd be all up
hill I suppose, except maybe paying for sound libraries and that sort of
thing.
----- Original Message -----
From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!
Hi all,
After roughly a month of intensive work, I am very pleased to announce
the availability of BGT beta version 0.2. The new changes are as
follows:
* Updated the script interpreter to the latest version which fixes some
more bugs found by users.
* File reading and writing support has been added, both for binary and
text files.
* Properties to get the current position and total length of a sound
have been added to the sound object, along with a method to set the
position as well.
* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows
the creation of musical compositions using sine, sawtooth and square
waves.
* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which
brings us up to date with all the latest Microsoft features, and which
also produces an executable that is roughly 400 kb smaller and runs
considerably faster.
* Fixed a few object methods where I had forgotten to set the global
error flag based on the results.
The beta can be found in the same location as version 0.1, which is to
say:
http://www.blastbay.com/bgt_beta_setup.exe.
Enjoy, and let me know how it goes!
Kind regards,
Philip Bennefall
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