Re: SAPI seems to be laggy

2021-02-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: SAPI seems to be laggy

I am indeed using the async flag. When I say that SAPI is laggy, I mean that it sometimes delays speaking noticeably when it starts speaking (this is especially noticeable in a when scrolling through menus) and sometimes when it's nearly done speaking and I try to get it to speak something else, it doesn't seem to stop speaking the old text even though I am using the perge befor speak flag.This is much less noticeable if I raise the rate of the voice, but it's still there.I'll try using null instead of an empty string when interrupting, but I don't think my code interrupts SAPI at any point.This isn't just my own program though. It's also in Aprone's games, like Lunimals, Paw prints and Castaways.

URL: https://forum.audiogames.net/post/617500/#p617500




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SAPI seems to be laggy

2021-02-20 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


SAPI seems to be laggy

I'm on Windows 10 and any SAPI voices that I use sometimes block the program for maybe half a second before or while they're speaking. The only games where this doesn't seem to be happening are Entombed and A Hero's Call.Is there any way I can stop this happening for my own programs? Maybe there's a flag I can pass to the SPVoice Speak method or something?

URL: https://forum.audiogames.net/post/617098/#p617098




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Re: The Synthizer Thread

2021-01-14 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I think that something is up with panned source.When I run this code:from synthizer import *import sys, timewith initialized():    ctx=Context()    buf=Buffer.from_stream("file", sys.argv[1])    gen=BufferGenerator(ctx)    gen.buffer=buf    src="" />    src.add_generator(gen)    src.panning_scalar=1    time.sleep(buf.get_length_in_seconds())I expect the sound to start playing at the far right, but instead it's playing in the center.Also, do you have the algorithms for converting between DB and a scalar for gain and PanningScalar? The only one I found was the one in the Python example.

URL: https://forum.audiogames.net/post/606802/#p606802




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Can you add the ability to get a streaming generators length? The ability to seek isn't supe rhelpful if I don't know how far I can actually seek.

URL: https://forum.audiogames.net/post/605506/#p605506




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Re: The Synthizer Thread

2021-01-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I think that streaming generators, when you first add it to a source, play the same 50 MS or so of audio twice.I was also wondering why WAV decoding was about as slow as FLAC. I thought that WAV decoding was simple, basically just do a few checks and copy the raw data into memory.

URL: https://forum.audiogames.net/post/605100/#p605100




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Re: Working with SDL natively

2021-01-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Working with SDL natively

If I'm not mistaken, PySDL2 expects you to already have SDL2.dll lying around somewhere and doesn't provide the DLL its self unless you pip install pysdl2-dll, I think this only works on windows. I know there's a way to bundle DLLs with PyInstaller because Pygame does it, I don't know how though.

URL: https://forum.audiogames.net/post/603838/#p603838




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Re: Working with SDL natively

2021-01-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Working with SDL natively

If I'm not mistaken, PySDL2 expects you to already have SDL2.dll lying around somewhere. I know there's a way to bundle DLLs with PyInstaller because Pygame does it, I don't know how though.

URL: https://forum.audiogames.net/post/603838/#p603838




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

A way to have the pitch of a sound decrease when it's behind you?

URL: https://forum.audiogames.net/post/603149/#p603149




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Re: Is there a good way to handle multiple enemies who can effect each oth

2020-12-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Is there a good way to handle multiple enemies who can effect each oth

I'm using Sound RTS 1.2A10.Also, I wonder how Bevy would handle menues. Does it let me remove and add systems whenever I want? I don't want to end up with the player being able to run left and right while theey're in the middle of the menu because the system that handles player movement is still running.

URL: https://forum.audiogames.net/post/602214/#p602214




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Re: Is there a good way to handle multiple enemies who can effect each oth

2020-12-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Is there a good way to handle multiple enemies who can effect each oth

I think much of the reason that I wanted to use Rust is because how nice it could be to work with. I made a little network thing where you tell it what kind of data you want, it uses serde_bincode to send and receive data, then you just iterate over all your connections every game loop to see if there's anything new.I think the thing that bothers me about Python is the huge amount of junk that can get dragged along with your games like NumPy and WX. Some PyInstaller games are over 100 MB uncompressed and take 10+ seconds to start on my machine. Sound RTS is slow for me once you start cramming a hundred units on the map as well.

URL: https://forum.audiogames.net/post/602192/#p602192




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Re: Is there a good way to handle multiple enemies who can effect each oth

2020-12-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Is there a good way to handle multiple enemies who can effect each oth

Do I need a Box? Can't I just make a queue of closures or would that allocate a lot on the heap too?

URL: https://forum.audiogames.net/post/601587/#p601587




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Is there a good way to handle multiple enemies who can effect each oth

2020-12-21 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Is there a good way to handle multiple enemies who can effect each oth

I haven't actually tried this, but say you were writing an audiogame in Rust and you want to have enemies that can kill or heal each other.How would you do this though?It seems the only way to keep track of everything is to use a container of some kind, but Rust won't let you get multiple mutable references to items in a container.I'm thinking of making a container that keeps track of enemies via an ID, like the slotmap crate, but also lets you put enemies on a specific tile and efficiently be able to check if something is on a tile via a dictionary that maps coordinates to a list of what ever is on that tile.Is this a good idea? Do I need to use a bunch of unsafe code and RefCell to make this work? Or should I be looking at something like Bevy?

URL: https://forum.audiogames.net/post/600797/#p600797




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I was thinking that with this way of loading sounds, there would be no need to load sounds ahead of time. Synthizer would be able to load and cash sounds in the background as soon as you asked for them while not slowing down your game.

URL: https://forum.audiogames.net/post/597964/#p597964




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Maybe a way to add or subtract a value from integer properties without having to get the property first? Could this be more efficient?I have no real idea if this is possible or not, but would it be possible to load a sound while it's playing? Load the first bit of a sound, start playing it, then load the rest in a background thread. I guess this would fall over once you started loading more large sounds than you have cores.

URL: https://forum.audiogames.net/post/597953/#p597953




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Re: The Synthizer Thread

2020-12-12 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

When using reverb, I can hear a sound even when I'm 100 or more units away from the sound.Is it required to destroy the Synthizer context before calling syz_shutdown?

URL: https://forum.audiogames.net/post/597952/#p597952




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Re: Help decide what will be in Synthizer 1.0

2020-12-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

How about a way to get all the information required to serialize a sound source and load it back again.This would make it easier to save and load a game in while you're actually playing it, rather than just saving once the level ends.Also maybe a queued generator, which is a generator that takes a list of other generators and plays them one by one.

URL: https://forum.audiogames.net/post/596303/#p596303




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

How about adding Synthizer to VCPKG? This works well with Rust. Plus, I only have to build it once, instead of one time for each Rust project that uses it or every time I run "cargo clean". I know about the Rust bindings, but I think those are using Cmake. Maybe you were planning to add Synthizer to VCPKG anyway though.

URL: https://forum.audiogames.net/post/589511/#p589511




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Re: The Synthizer Thread

2020-11-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Would it be possible to add a gain property to all generators?If I plug a few generators into a DirectSource, I can't change the volume of an individual generator.

URL: https://forum.audiogames.net/post/588490/#p588490




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Re: Console debugging under Windows

2020-10-29 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Console debugging under Windows

I tend to look up just about every question I have. That's how I came up with the --symfile thing in the first place. But no, that doesn't work, either.

URL: https://forum.audiogames.net/post/584445/#p584445




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Re: Console debugging under Windows

2020-10-29 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Console debugging under Windows

I tend to look up just about every question I have. That's how I came up with the --symfile thing in the first. But no, that doesn't work, either.

URL: https://forum.audiogames.net/post/584445/#p584445




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Re: Console debugging under Windows

2020-10-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Console debugging under Windows

Has anyone figured out how to load a PDB file into LLDB?My best guess is that it has to do with the --symfile parameter of "target create".BTW, I somehow managed to find the CDB debugger. In my start menu, there's something called Windows Kits or something. In there are a bunch of menu items like app verifier x64, debugging tools x64 or maybe WinDBG x64, anyway go to debugging tools x64 and do an open file location from the context menu. The resulting directory should contain cdb.exe. Your right this wasn't on my path either.

URL: https://forum.audiogames.net/post/584220/#p584220




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Re: why do most people choose python?

2020-10-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: why do most people choose python?

@15I believe Go is getting generics, possibly as soon as August 2021, see this blog postI agree that handling errors is a pain, for example it's hard to provide both a comparable error constant for error handling and a string to be printed to the user, since an error value only has room for one string.It is now possible for one error to wrap another error, which does make this somewhat easier.

URL: https://forum.audiogames.net/post/578590/#p578590




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Re: How can I get input using SDL without this strange edit box popping up

2020-09-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I get input using SDL without this strange edit box popping up

Hi and thanks fo explaining.I was already ignoring repeated key events. It's a little bit more complicated than that. Each key has its own internal state, and my SDL event handling loop updates that keys state.I also have some logic which lets me check if the key has been held down for, say, 300 MS.

URL: https://forum.audiogames.net/post/573827/#p573827




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Re: How can I get input using SDL without this strange edit box popping up

2020-09-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I get input using SDL without this strange edit box popping up

I decided to do menu navigation manually and keep SDL input around for things like virtual input boxes.BTW, why check for the key up event? I assume you're talking about detecting caps-lock?

URL: https://forum.audiogames.net/post/573505/#p573505




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Re: How can I get input using SDL without this strange edit box popping up

2020-09-19 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I get input using SDL without this strange edit box popping up

I feel like it's a bit more serious than that.My example has a menu. Every time you press enter on a menu item, or press escape to close the menu, this edit box thing comes up. Since it blocks the arrow keys but not the enter or escape keys for some reason, you have to alt+tab away from the window, then alt+tab back to continue scrolling around in the menu or what ever you were doing.This doesn't seem to be noticeable with sapi though, it works as intended in that case.I'm starting to suspect this isn't the on-screen keyboard at all, since I don't have it enabled, something more along the lines of SDL_SetTextInputRectEdit: I need text input in menus for first letter navigation.

URL: https://forum.audiogames.net/post/572212/#p572212




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Re: How can I get input using SDL without this strange edit box popping up

2020-09-19 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I get input using SDL without this strange edit box popping up

I feel like it's a bit more serious than that.My example has a menu. Every time you press enter on a menu item, or press escape to close the menu, this edit box thing comes up. Since it blocks the arrow keys but not the enter or escape keys for some reason, you have to alt+tab away from the window, then alt+tab back to continue scrolling around in the menu or what ever you were doing.This doesn't seem to be noticeable with sapi though, it works as intended in that case.I'm starting to suspect this isn't the on-screen keyboard at all, since I don't have it enabled, something more along the lines of SDL_SetTextInputRect

URL: https://forum.audiogames.net/post/572212/#p572212




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Re: How can I get input using SDL without this strange edit box popping up

2020-09-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I get input using SDL without this strange edit box popping up

That's not going to solve the problem if I distribute my program.I feel like the fact that my code is calling SDL_StopTextInput() and then calling SDL_StartTextInput pretty much right after that is responsible for this, since this didn't happen in my test where I just called SDL_StartTextInput() and echoed the typed characters.I wanted to save a little bit of performance, but I guess you can't have everything.

URL: https://forum.audiogames.net/post/571960/#p571960




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Re: How can I get input using SDL without this strange edit box popping up

2020-09-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I get input using SDL without this strange edit box popping up

I only think it's the on-screen keyboard because that's the only odd thing that the SDL documentation mentions. I don't think my laptop has a touch screen though.

URL: https://forum.audiogames.net/post/571655/#p571655




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How can I get input using SDL without this strange edit box popping up

2020-09-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


How can I get input using SDL without this strange edit box popping up

Sometimes when I call SDL_StartTextInput and SDL_StopTextInput, some kind of edit field seems to pop up every time I press escape. I checked the documentation and it mentions that this can turn on the on-screen-keyboard and I assume it's related to that. Since this can prevent me from using the arrow keys, is there a way to turn that off?Or should I do my own input handling?My worry with the latter is that there doesn't seem to be a way to detect if the caps lock key is on, so I'd have to assume it was off and , toggle an internal state when you press it. There are probably other corner cases with this approach as well.Any ideas?

URL: https://forum.audiogames.net/post/571638/#p571638




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Re: The Synthizer Thread

2020-08-12 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

The ladder.Can you release the GIL in the Cython bindings when the Buffer.from_stream() function is called?I'd like to see if I can load sounds in multiple threads.

URL: https://forum.audiogames.net/post/560787/#p560787




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Re: The Synthizer Thread

2020-08-05 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

StreamingGenerator position is slow to update. Slow as in it doesn't emmediately update from the REPL. I'm guessing it's just a consequence of streaming, since this is not the case with BufferGenerator.

URL: https://forum.audiogames.net/post/558650/#p558650




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Re: The Synthizer Thread

2020-08-05 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

SYZ_P_PANNING_SCALAR property of PannedSource's table row is shifted left, starting at the second column.StreamingGenerator: Position starts about 100 MS after the beginning of the file.

URL: https://forum.audiogames.net/post/558638/#p558638




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Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

@149How is that a weird panning case?I can easily imagine a 3D game where you want separate ambiences for different places, and you'd need min/max X, Y and Z or something to pull that off.

URL: https://forum.audiogames.net/post/557446/#p557446




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Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I know about PannedSource, but last I checked it didn't pan from straight left to right, it seemed that the sound went behind me instead.Edit: Will you support allowing to set the ranges at which the source will remain in the center? Let's say you're jumping over a pit. It'd be preferable if it's sound was in the center of the panning field while you were jumping over i, and not just at one spot.

URL: https://forum.audiogames.net/post/557433/#p557433




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Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I know about PannedSource, but last I checked it didn't pan from straight left to right, it seemed that the sound went behind me instead.

URL: https://forum.audiogames.net/post/557433/#p557433




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Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I know about PannedSource, but last I checked it didn't pan from straight left to right, it seemed that the sound went behind me instead.

URL: https://forum.audiogames.net/post/557434/#p557434




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Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Cool. Will you eventually support a source with pan / pitch / speed scalars for manual control?I guess that gain is implemented already.Is it okay to use gain to change a sound sources volume? Or is it a temporary thing.

URL: https://forum.audiogames.net/post/557418/#p557418




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Re: The Synthizer Thread

2020-07-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

OK, it seems that the file I mensioned plays fine with Source3D, but not with DirectSource.

URL: https://forum.audiogames.net/post/554725/#p554725




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Re: The Synthizer Thread

2020-07-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I'm actually not sure this bug is just for FLAC files. I just updated to the latest version of Synthizer on Github and this MP3 file plays in the C++ example, but if I try to play it in Python, I hear a small statick noise in my left ear and Python usually crashes.  Debugging says:debug(background-thread 1) Background thread starteddebug(context-thread 2) Thread starteddebug(unknown-thread 3) Path ball2.mp3: handler dr_wav returned nullptr. Skippingdebug(unknown-thread 3) Path ball2.mp3: handler dr_flac returned nullptr. Skippingdebug(unknown-thread 3) Handling path ball2.mp3 with handler dr_mp3I tried the FMPEG resample command you put on Github and it didn't work.Here is the file in case you want to look at it.https://www.dropbox.com/s/r4tvgl46jhmni0i/ball.mp3?dl=0I made it by converting an OGG file to an MP3 file using SOX.

URL: https://forum.audiogames.net/post/553585/#p553585




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Re: The Synthizer Thread

2020-07-15 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Wow this seems to be starting to pick up steam.Anyway:FLAC files don't play in Python bindings. I called buffer.get_length_in_samples and got 4096. Funny thing is, this same file plays just fine with file_test.Can you eventually add a way to slide properties?

URL: https://forum.audiogames.net/post/552691/#p552691




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Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Can you add a tiny little example that takes a file from the command line and streams it?

URL: https://forum.audiogames.net/post/551210/#p551210




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Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

OK sorry. I was h oping it would be a simple bugfix.By the way, does looping on buffer generators work? It didn't seem to work last time, but something may have changed since then.

URL: https://forum.audiogames.net/post/551185/#p551185




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Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Already done. Can you also fix these errors next?c++.exe: error: unrecognized command line option '-Xclang'c++.exe: error: unrecognized command line option '-fno-caret-diagnostics'I'm 99% sure they're caused by this part os CmakeLists.txt:add_compile_options(-Xclang -fno-caret-diagnostics    -Xclang -Wno-deprecated-declarations    -Xclang -Wno-logical-op-parentheses)I don't know how to make it Clang-specific though.

URL: https://forum.audiogames.net/post/551163/#p551163




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Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Already done.

URL: https://forum.audiogames.net/post/551163/#p551163




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Re: The Synthizer Thread

2020-07-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

These lines in CmakeLists.txt which add clang-specific command line options seem to be breaking it:add_compile_options(-Xclang -fno-caret-diagnostics    -Xclang -Wno-deprecated-declarations    -Xclang -Wno-logical-op-parentheses)Once I remove them, I get:C:\py\git\synthizer\build>set CC=gccC:\py\git\synthizer\build>set CXX=gccC:\py\git\synthizer\build>cmake -G Ninja ..-- The C compiler identification is GNU 10.1.0-- The CXX compiler identification is GNU 10.1.0-- Check for working C compiler: C:/msys64/mingw64/bin/gcc.exe-- Check for working C compiler: C:/msys64/mingw64/bin/gcc.exe - works-- Detecting C compiler ABI info-- Detecting C compiler ABI info - done-- Detecting C compile features-- Detecting C compile features - done-- Check for working CXX compiler: C:/msys64/mingw64/bin/gcc.exe-- Check for working CXX compiler: C:/msys64/mingw64/bin/gcc.exe - works-- Detecting CXX compiler ABI info-- Detecting CXX compiler ABI info - done-- Detecting CXX compile features-- Detecting CXX compile features - done-- Configuring done-- Generating done-- Build files have been written to: C:/py/git/synthizer/buildC:\py\git\synthizer\build>ninja[9/52] Building CXX object CMakeFiles/synthizer.dir/src/audio_output.cpp.objFAILED: CMakeFiles/synthizer.dir/src/audio_output.cpp.objC:\msys64\mingw64\bin\gcc.exe  -DBUILDING_SYNTHIZER -DWDL_RESAMPLE_TYPE=float -D_ENABLE_EXTENDED_ALIGNED_STORAGE -I../include -I../third_party/miniaudio -I../third_party/dr_libs -I../third_party/stb -I../third_party/cpp11-on-multicore/common -I../third_party/wdl -I../third_party/plf_colony -std=gnu++17 -MD -MT CMakeFiles/synthizer.dir/src/audio_output.cpp.obj -MF CMakeFiles\synthizer.dir\src\audio_output.cpp.obj.d -o CMakeFiles/synthizer.dir/src/audio_output.cpp.obj -c ../src/audio_output.cppIn file included from ../include/synthizer/memory.hpp:5,                 from ../include/synthizer/audio_ring.hpp:14,                 from ../include/synthizer/audio_output.hpp:6,                 from ../src/audio_output.cpp:9:../include/synthizer/error.hpp: In member function 'T* synthizer::Error::as()':../include/synthizer/error.hpp:33:19: error: 'dynamic_' is not a member of 'std'   33 |   auto out = std::dynamic_)cast(this);      |                   ^~~~In file included from ../include/synthizer/audio_ring.hpp:15,                 from ../include/synthizer/audio_output.hpp:6,                 from ../src/audio_output.cpp:9:../include/synthizer/types.hpp: In function 'T synthizer::zeroValue() [with T =__vector(4) synthizer::AudioSample]':../include/synthizer/types.hpp:34:69: error: cannot convert 'tializer list>' to 'synthizer::AudioSample4' {aka '__vector(4) synthizer::AudioSample'} in return   34 | inline AudioSample4 zeroValue() { return { 0, 0, 0, 0 }; }      |                                                                     ^In file included from ../include/synthizer/audio_output.hpp:6,                 from ../src/audio_output.cpp:9:../include/synthizer/audio_ring.hpp: In member function 'unsigned int synthizer::AudioRingBase::getAndResetLate()':../include/synthizer/audio_ring.hpp:171:34: error: void value not ignored as itought to be  171 |   return this->late_counter.store(0);      |          ^~~In file included from ../include/synthizer/audio_output.hpp:10,                 from ../src/audio_output.cpp:9:../include/synthizer/queues/bounded_block_queue.hpp: In member function 'void synthizer::BoundedBlockQueue::setQueueSize(std::size_t)':../include/synthizer/queues/bounded_block_queue.hpp:164:115: error: no matchingfunction for call to 'std::atomic::compare_exchange_weak(long long unsigned int*, std::size_t&, std::memory_order, std::memory_order)'  164 |   if (this->queue_size.compare_exchange_weak(_size, size, std::memory_order_relaxed, std::memory_order_relaxed))      |                                          ^In file included from C:/msys64/mingw64/include/c++/10.1.0/bits/shared_ptr_atomic.h:33,                 from C:/msys64/mingw64/include/c++/10.1.0/memory:85,                 from ../src/audio_output.cpp:4:C:/msys64/mingw64/include/c++/10.1.0/bits/atomic_base.h:455:7: note: candidate:'bool std::__atomic_base<_IntTp>::compare_exchange_weak(std::__atomic_base<_IntTp>::__int_type&, std::__atomic_base<_IntTp>::__int_type, std::memory_order, std::memory_order) [with _ITp = long long unsigned int; std::__atomic_base<_IntTp>::__int_type = long long unsigned int; std::memory_order = std::memory_order]' (near match)  455 |       compare_exchange_weak(__int_type& __i1, __int_type __i2,      |       ^C:/msys64/mingw64/include/c++/10.1.0/bits/atomic_base.h:455:7: note:   conversion of argument 1 would be ill-formed:C:/msys64/mingw64/include/c++/10.1.0/bits/atomic_base.h:469:7: note: candidate:'bool std::__atomic_base<_IntTp>::compare_exchange_weak(std::__atomic_base<_IntTp>::__int_type&, std::__atomic_base<_IntTp>::__int_type, std::memory_order, std::memory_order) volatile 

Re: The Synthizer Thread

2020-07-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Will you be working on making Synthizer compilable on GCC? Is that required in order for it to comile on Linux?

URL: https://forum.audiogames.net/post/550077/#p550077




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Re: The Synthizer Thread

2020-07-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Here are some small bugs I found while playing around.You probably already know about some of these.The Buffer property in the manuals BufferGenerator section is accidentally labeled as SYZ_P_POSITION.Buffer has no property length.Python: Accessing buffer property of BufferGenerator before it is set causes a crash.File test example seems to sometimes skip first second of a sound.

URL: https://forum.audiogames.net/post/550069/#p550069




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Re: The Synthizer Thread

2020-06-16 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Could you add a sound source which captures raw sound data from a generator and writes it to disk as a WAV file?Also, if you add a function which instantly sends the next N seconds or milliseconds of audio through all audio sources attached to the generator without actually playing anything, I could maybe use Synthizer to record a game, maybe if you added a way to get the Synthizer contexts mixer its self as a generator and attach a sound source which writes to disk.With these changes, I could also change sounds, lower or raise their volume, maybe add other attributes ETC.Does Miniaudio support actual recording audio from a microphone?

URL: https://forum.audiogames.net/post/542013/#p542013




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Re: The Synthizer Thread

2020-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I innitially forgot to mension this, but for the Python bindings, Cython generates pickle methods for all the cdef class types, but you can turn it off by putting this at the top of each Cython file, since these classes are probably process-dependent.#cython: auto_pickle=falseThis helps unclutter the output of "dir(synthizer)" and reduces extension size by 50 KB or so.

URL: https://forum.audiogames.net/post/540882/#p540882




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Re: The Synthizer Thread

2020-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

I innitially forgot to mension this, but for the Python bindings, Cython generates pickle methods for all the cdef class types, but you can turn it off by putting this at the top of each Cython file, since these classes are probably process-dependent.#cython: auto_pickle=falseThis helps unclutter ththe output of "dir(synthizer)" and reduces extension size by 50 KB or so.

URL: https://forum.audiogames.net/post/540882/#p540882




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Re: The Synthizer Thread

2020-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

@CamlornDoes Synthizer manually support setting the pan, pitch and volume properties?This would be useful for example, when I want a sound to play on the far left side of the player and at full volume, like a huge distant explosion.Also, do you think it's necessary to allow seeking through sounds, getting the current position and length of the sound? Might be nice to have, but most audio games don't need it.I'm also getting an error when building, I'm using clang-cl as the C and CXX compiler, I downloaded it from LLVM.cmake -G Ninja .ninja...[12/34] Building CXX object CMakeFiles\synthizer.dir\src\source.cpp.objFAILED: CMakeFiles/synthizer.dir/src/source.cpp.obj C:\LLVM\bin\clang-cl.exe  /nologo -TP -DBUILDING_SYNTHIZER -DWDL_RESAMPLE_TYPE=float -D_ENABLE_EXTENDED_ALIGNED_STORAGE -I..\include -I..\third_party\miniaudio -I..\third_party\dr_libs -I..\third_party\stb -I..\third_party\cpp11-on-multicore\common -I..\third_party\wdl -I..\third_party\plf_colony /DWIN32 /D_WINDOWS /GR /EHsc /Zi /Ob0 /Od /RTC1 -MT   -Xclang -fno-caret-diagnostics -Wno-deprecated-declarations -Wno-logical-op-parentheses -std:c++17 /showIncludes /FoCMakeFiles\synthizer.dir\src\source.cpp.obj /FdCMakeFiles\synthizer.dir\synthizer.pdb -c ..\src\source.cppIn file included from ..\src\source.cpp:3:In file included from ..\include\synthizer/sources.hpp:7:..\include\synthizer/spatialization_math.hpp(63,9): error: no member named 'sqrt' in namespace 'std'; did you mean simply 'sqrt'?C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\ucrt\corecrt_math.h(485,54): note: 'sqrt' declared here

URL: https://forum.audiogames.net/post/540880/#p540880




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Re: The Synthizer Thread

2020-06-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Wow, the new changes are awesome?Is Go one of the languages you'd be willing to write bindings for eventually?Also, could you maybe change the name SoundSource to something a bit less misleeding? It can confuse you into thinking that Sound sources, and not generators make the sound. Thanks!

URL: https://forum.audiogames.net/post/539655/#p539655




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Re: The Synthizer Thread

2020-05-27 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

Hi and thanks for all the work.I'm curious about how generators work.What happens if I add the same generator to 2 different sources? Or do I need to create a generator for each source separately?

URL: https://forum.audiogames.net/post/534068/#p534068




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Re: Writing audiogames in Nim?

2020-05-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Writing audiogames in Nim?

@9I managed to make a shared memory example.You need to allocate an object on the shared heap and pass ptr T to your other threads, directly or through channels.Main sends thread1 a pointer to a square struct that has 4 ints over a channel, stored as a global variable.Thread1 prints a message when it recieves the pointer, then waits for main to modify square.x, printing a message when it happens..Main waits 6 seconds and sets square.x to 1000, note that both threads are using a mutex.Code:import strformat, os, locks, segfaults, randomtype square = object # Ref object won't work. w, x, y, z : int mutex: Lockvar c: Channel[ptr square]proc allocSharedObject(kind: typedesc): ptr kind= return cast[ptr kind](allocShared0(sizeof(kind)))proc getValue() {.thread.} = var res=c.recv() echo fmt"Recieved square {res.w}, {res.x}, {res.y}, {res.z}" while true:  withLock(res.mutex):   if res.x==1000:    echo "res.x just changed to 1000!"    break  sleep(1000)proc main() = randomize() var sq=allocSharedObject(square) sq.w=rand(1000) sq.x=rand(2000) sq.y=rand(2000) sq.z=rand(100) sq.mutex.initLock() var thr: Thread[void] c.open() c.send(sq) echo fmt"Sent square {sq.w}, {sq.x}, {sq.y}, {sq.z}" thr.createThread(getValue) sleep(6000) withLock(sq.mutex): sq.x=1000 thr.joinThread() deallocShared(sq)main()

URL: https://forum.audiogames.net/post/525150/#p525150




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Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Writing audiogames in Nim?

Another reason I like it is because it's compiled to C code and doesn't need an interpreter like Python. I do like Python, but it has a few problems.It is slower than C. This isn't usually a problem for audiogames, but if you write intensive code it could be.Distributions are very big. If you're lucky, it's just 20 MB, otherwise it's more like 40 or 50 MB. I'm sure 99% of people have enough room on their hard disks to download it, but it's not efficient. Also, there's slow startup time. Not a problem at all when you don't have it, but it's nice when you do. Then there's multithreading, which isn't so fast because of the GIL and finally, Python's not super secure. If you forget or don't know how to compile code with Cython, you can disassemble the bytecode easily. Everything is normally dynamically linked as well, so someone could compile a slightly changed version a DLL, put it in your game and make it do something nasty. Of course you could check for hashes, but it could be kinda hard to do for every DLL.

URL: https://forum.audiogames.net/post/521714/#p521714




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Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Writing audiogames in Nim?

I recently discovered a programming language called Nim. It's basically a language with a Python-based syntax that compiles down to fast C, C++ or _javascript_ and I think it could definitely be fun to write games in it, if someone were to write an audiogames engine.A hello world program is only one line:echo "Hello world!"It has some great tools to help with calling into C, like Nimterop and the language is also very fast, close to C in terms of performance.The web site is https://nim-lang.orgJust for fun, you can write Python extension modules in Nim.Here is code that makes a Python extension module with a function Random, which returns a random number.import nimpy, randomrandomize() # Initialize the Random number generator so we don't get the same values all the time.##Returns a random integer between min and maxproc Random(min, max: int): int {.exportpy.} = return rand(max-min)+min # Can't find 'rand' function that supports both min and max right now.To build it, put the code in a file called rand.nim, then run this on the command line:nim c -d:release --app:lib -o:rand.pyd rand.nimPython:>>> import rand>>> rand>>> rand.Random(3000, 6000)5393>>> rand.Random(3000, 6000)3368>>> rand.Random(3000, 6000)3339>>> rand.Random(3000, 6000)4127>>>What do you think?

URL: https://forum.audiogames.net/post/521695/#p521695




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Re: Gauging interest in another 3d audio project

2020-03-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Thanks. I actually tried and CFLAGS=-flto, LDFLAGS=-flto -fuse-ld=lld didn't work. I got some kind of undefined references.I figured as much about the dead code. It actually sounded pretty funny when I played a wave file with a lower samplerate.

URL: https://forum.audiogames.net/post/512282/#p512282




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Re: Gauging interest in another 3d audio project

2020-03-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Thanks. I actually tried and CFLAGS=-flto, LDFLAGS=-flto -fuse-ld=lld didn't work. I got some kind of undefined references.

URL: https://forum.audiogames.net/post/512282/#p512282




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Re: Gauging interest in another 3d audio project

2020-03-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

A bit off-topic, but what Cmake flags should I use to compile this for 32-bit or should I just install a 32-bit LLVM toolchain and use that? Also, the CFLAGS "-ffunction-sections -fdata-sections" reduced wav_test.exe from 596KB to <250KB, is it OK to add these to the default flags?

URL: https://forum.audiogames.net/post/512241/#p512241




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Re: Gauging interest in another 3d audio project

2020-03-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Thanks for the update!Would you consider adding SDL2 as an optional audio back-end?It seems a waste to have an extra audio back-end shipping with some or most games and not use it.

URL: https://forum.audiogames.net/post/511384/#p511384




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Re: Gauging interest in another 3d audio project

2020-03-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

I was thinking call a function which returns a pointer to a raw audio buffer.Then there are some functions I can call with that buffer.Clear empties the buffer, and Append adds the char* and its length to the buffer.I thought that Synthizer would take audio data from the buffer, if there is any, and mix it in using a thread.EDIT: BTW, your miniaudio_example.cpp file didn't compile on my end until I added the line:#define MINIAUDIO_IMPLEMENTATIONTo the beginning.

URL: https://forum.audiogames.net/post/506257/#p506257




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Re: Gauging interest in another 3d audio project

2020-03-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

I was thinking call a function which returns a pointer to a raw audio buffer.Then there are some functions I can call with that buffer.Clear empties the buffer, and Append adds the char* and its length to the buffer.I thought that Synthizer would take audio data from the buffer, if there is any, and mix it in using a thread.

URL: https://forum.audiogames.net/post/506257/#p506257




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Re: Gauging interest in another 3d audio project

2020-03-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Or, you could also add a way to send raw audio samples, let's say 16 bit, stereo, 44100.

URL: https://forum.audiogames.net/post/505937/#p505937




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Re: Gauging interest in another 3d audio project

2020-03-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Could you maybe add a way to output windows SAPI through Synthizer so that silence can be trimmed from the beginning?This looks really, really cool!

URL: https://forum.audiogames.net/post/505922/#p505922




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Re: Gauging interest in another 3d audio project

2020-02-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Hi,Will I be able to statically link this using the Mingw64 GCC compiler?I'd rather not lug around an extra DLL in every project if I could avoid it.Thanks.

URL: https://forum.audiogames.net/post/503853/#p503853




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Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Please! Consider making this.I can wrap it in Cython for Python and Go.

URL: https://forum.audiogames.net/post/503203/#p503203




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Re: Creating a remappable shortcut model

2020-02-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Creating a remappable shortcut model

In Go, I have a dictionary mapping readable key names to SDL key constants.Then, I plan to add a dictionary where you can map keys for example: {"move_up_in_menu": "up"}.Now you should be able to change "move_up_in_menu" to any key you want to.

URL: https://forum.audiogames.net/post/502448/#p502448




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Re: Python how to get the raw audio data from SAPI?

2020-02-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Python how to get the raw audio data from SAPI?

Try this:from win32com.client.gencache import EnsureDispatchimport winsoundfrom wave import Wave_writefrom io import BytesIOvoice=EnsureDispatch("SAPI.SPVoice")while True:    text=input("Enter text to speak")    stream=EnsureDispatch("SAPI.SPMemoryStream")    stream.Format.Type=34 #    SAFT44kHz16BitMono = 34    voice.AudioOutputStream=stream    voice.Speak(text)    bytereader=BytesIO()    wavefile=Wave_write(bytereader)    wavefile.setnchannels(1)    wavefile.setsampwidth(2)    wavefile.setframerate(44100)    wavefile.writeframes(stream.GetData().tobytes())    data="" />    while data[0]==0: data="" />    winsound.PlaySound(data, winsound.SND_MEMORY)    stream.SetData(0)Just note, it will block until it's finished speaking since it's a demo. Also, I'm just excluding 0s for now, still need to look at a noise gate.Also note that Microsoft Anna may not be that laggy. You'd have to try a different voice in order to get a speedup I guess.

URL: https://forum.audiogames.net/post/499399/#p499399




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Re: Python how to get the raw audio data from SAPI?

2020-02-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Python how to get the raw audio data from SAPI?

I could be wrong on this, but I think there is a SAPI event, EndStream, which reports the length of the raw audio data that was written to the stream.That said, if I reset the stream to 0 every time I speak, I would be able to read the correct amount of data from the stream and avoide unnecessary memory allocation.I don't know how to handle events though, in my genpy cache there is a file _ISpeechVoiceEvents.py, which seems to allow me to set handlers for voice events. I don't know which object to create to do that though.

URL: https://forum.audiogames.net/post/499362/#p499362




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Re: Python how to get the raw audio data from SAPI?

2020-02-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Python how to get the raw audio data from SAPI?

Hi and thanks.It seems to work rather nicely.BTW, how are you outputting the audio? Direct X or something?Your screen reader wrapper manages all this stuff, right?

URL: https://forum.audiogames.net/post/499179/#p499179




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Python how to get the raw audio data from SAPI?

2020-02-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Python how to get the raw audio data from SAPI?

Philip recommended getting the raw audio samples when SAPI speaks and trimming the silence from the start, to help it speak faster.However, I encountered a problem doing that.What I have tried is this:# a script that tries to output SAPI and trim silence.from win32com.client.gencache import EnsureDispatchimport winsoundfrom wave import Wave_writefrom io import BytesIOvoice=EnsureDispatch("SAPI.SPVoice")stream=EnsureDispatch("SAPI.SPMemoryStream")stream.Format.Type=34 #    SAFT44kHz16BitMono = 34voice.AudioOutputStream=streamwhile True:    text=input("Enter text to speak")    voice.Speak(text)    bytereader=BytesIO()    wavefile=Wave_write(bytereader)    wavefile.setnchannels(1)    wavefile.setsampwidth(2)    wavefile.setframerate(44100)    wavefile.writeframes(stream.GetData().tobytes())    data="" />    while data[0]==0: data="" />    winsound.PlaySound(data, winsound.SND_MEMORY)There is just one obvious problem. There is no way to empty the stream! Every time you press enter, the previous text is also repeated!Does anyone know how I can empty it?If I call stream.SetData(0), then the, it helps, but if I speak a long string, and then a short string, some parts of the long string can still be heard when the short string has finished.Thanks for any help!

URL: https://forum.audiogames.net/post/499101/#p499101




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Re: Pathfinding working... sort of...

2020-02-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Pathfinding working... sort of...

Certainly it is confusing.What I mean is converting as many Python functions and types into C types as possible, and when you compile, Cython generates pure C code that doesn't interact with the much slower CPython API during the actual operation.My Pathfinder has a pathfinder class like this.# distutils: language=c++ // I'm using C++ so I can use a vector, which is basically a list who's members must all have the same type. Much faster than a Python list.from libcpp.vector cimport vectorcdef struct location: // A C struct is sort of like a Python class. They can't have methods, and you can only store C types. This struct, location, just has 2 properties, x and y, which represent the location of a single tile on a map. unsigned short x, y // Unsigned short, like in BGT, is 2 bytes, and can be from 0 to 65535cdef struct square: // The pathfinder allocates and stores one of these for every square on the map. char terrain // A 1 byte number, -128 to 127. A value less than 0 means this square is impassable. 0 means there is no cost, and every value above 0 increases the cost to walk there. location parent, loc // Parent is the square that the pathfinder was previously on, loc is the coordinates of this tile. unsigned short factor // Internal number bint closed // bint is bool, true means this square is closed and should not be looked at anymore.cdef class pathfinder: # Cdef declares a C class, which can store C datatypes and can take up less memory.  cdef: # Declare all the properties stored in each pathfinder in a cdef block  vector[vector[square]] map # This is a list, each item of which is a list of square structs representinng a square on the map. So while pathfinding, you can get a tile by doing self.map[x][y]  readonly unsigned short max_x, max_y # Readonly means that you can see the values from outside Cython code, but you can't change them. def __cinit__(self, unsigned short max_x, unsigned short max_y): # This function prepares the internal map, the max_x and max_y parameters are the size of the map.  cdef vector[square] k  cdef coord i, j  cdef square sq  self.map.reserve(max_x)  for i in range(max_x):   k.clear() // Make sure it's empty.   k.reserve(max_y) // Allocate exactly enough memoy in this list for max_y squares.   for j in range(max_y):    sq=square(parent=location(0, 0), closed=0, terrain=0, loc=location(i, j), factor=0) // Create a new square    k.push_back(sq) // And add it to the vector of squares that we're preparing...   self.map.push_back(k) # and Now we have a vector of squares that we push onto the map.  self.max_x=max_x  self.max_y=max_y def __dealloc__(self): # __dealloc__ is like __del__, but you should not touch Python objects stored in self. Here, we deallocate the map and free a lot of memory.  cdef vector[square] i  for i in self.map:   i.clear()  self.map.clear()  # We iterate through self.map, which of course is a list of vectors, then we clear each vector.Then, we clear self.map its self.This should give you an idea of what is required.You can try reading the Cython tutorials and also the user guide at cython.org.HTH

URL: https://forum.audiogames.net/post/498556/#p498556




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Re: Pathfinding working... sort of...

2020-02-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Pathfinding working... sort of...

You could write your Pathfinder in optimized Cython.I wrote a simple AStar pathfinder this way and the speed is extreme.I'm only 96% sure it always works though.

URL: https://forum.audiogames.net/post/498356/#p498356




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Re: Sharp Speech: my sharp wrapper for Universal Speech

2020-01-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Sharp Speech: my sharp wrapper for Universal Speech

Universal speech is more configurable than Tolk, but I can't compile it for 32-bit, never mind 64-bit.Clearly something has changed in Mingw64.I wanted to use this in Go, but I cannot do so comfortably if I limit myself to 32-bit apps, which will probably not be supported for ever.

URL: https://forum.audiogames.net/post/495530/#p495530




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Gomacro, Go interpretor / REPL

2019-12-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Gomacro, Go interpretor / REPL

Gomacro is a tool that allows you to run Go code by typing it in, like in Python, or you can load the code from a .go file, but it's a little different to Python.It also allows you to call into Go packages, so it's a great help when learning Go.To get it up and running:Hopefully you have Go installed, because you need it to compile Gomacro. If you don't, go to golang.org and download the binaries for your system.Now, you should set up your gopath environment variable. You don't have to, but it can make things easier.This is basically where third-party binaries and source get stored.Now, go to wherever you set up environment variables, on windows 7 this is under user accounts:change my environment variables, and select user variables.Create a new directory somewhere, and set gopath to the new directory The directory can be pretty much anywhere, mine is "C:\py\go" for example. Just try to avoide spaces in the name.Now, if you want to be able to open the command line and type gomacro and have it open like Python, you need another step.Go back to the screen that lets you set your environment variables, go to user variables, and select path.Click edit and add this to the end, without the quotes:";%gopath%\bin"Now, to install gomacro.Type in this command:"go get -u -ldflags -s -v github.com/cosmos72/gomacro"If everything worked, you should be able to type gomacro and get a start up message.If you want to import third-party packages, it works, but there's a bit of extra work if you're on windows. If you aren't, you can ignore this part.First, open gomacro, and import the package, for example:import "github.com/faiface/beep"Gomacro will download the package and install it.However, if you want to use the package, you need to recompile gomacro from the command line:"go install -ldflags -s -v github.com/cosmos72/gomacro"Now you can import the package again, and this time it should let you call functions inside the package, ETC.Enjoy, HTH

URL: https://forum.audiogames.net/post/488093/#p488093




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Gomacro, Go interpretor / REPL

2019-12-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Gomacro, Go interpretor / REPL

Gomacro is a tool that allows you to run Go code by typing it in, like in Python, or you can load the code from a .go file, but it's a little different to Python.It also allows you to call into Go packages, so it's a great help when learning Go.To get it up and running:Hopefully you have Go installed, because you need it to compile Gomacro. If you don't, go to golang.org and download the binaries for your system.Now, you should set up your gopath environment variable. You don't have to, but it can make things easier.This is basically where third-party binaries and source get stored.Now, go to wherever you set up environment variables, on windows 7 this is under user accounts:change my environment variables, and select user variables.Create a new directory somewhere, and set gopath to the new directory The directory can be pretty much anywhere, mine is "C:\py\go" for example. Just try to avoide spaces in the name.Now, if you want to be able to open the command line and type gomacro and have it open like Python, you need another step.Go back to the screen that lets you set your environment variables, go to user variables, and select path.Click edit and add this to the end, without the quotes:";%gopath%\bin"Now, to install gomacro.Type in this command:"go get -u -ldflags -s -v github.com/cosmos72/gomacro"If everything worked, you should be able to type gomacro and get a start up message.If you want to import third-party packages, it works, but there's a bit of extra work if you're on windows. If you aren't, you can ignore this part.First, open gomacro, and import the package, for example:import "github.com/faiface/beep"Gomacro will download the package and install it and.However, if you want to use the package, you need to recompile gomacro from the command line:"go install -ldflags -s -v github.com/cosmos72/gomacro"Now you can import the package again, and this time it should let you call functions inside the package, ETC.Enjoy, HTH

URL: https://forum.audiogames.net/post/488093/#p488093




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Re: Pygame or PyQt which Gui?

2019-12-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Pygame or PyQt which Gui?

I think there is a way that you can take WX and run the Event loop whenever you want, without breaking your game loop.I did some simple code that did this.I think it had to do with wx.event or something and the Main loop.

URL: https://forum.audiogames.net/post/48/#p48




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-11-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

What did it do?How did it not work?

URL: https://forum.audiogames.net/post/480974/#p480974




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-11-27 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

You might need to add a line:import lucia.utilsBefore line 16 in the example if it's not already there. That's all I can think of.

URL: https://forum.audiogames.net/post/480560/#p480560




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Re: Getting unfocused input?

2019-11-21 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Getting unfocused input?

The event object passed to your callback has a value in it called "event", which lets you tell the difference! Read the documentation! 

URL: https://forum.audiogames.net/post/478757/#p478757




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Re: Getting unfocused input?

2019-11-20 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Getting unfocused input?

It may seem to capture an event twice, because it captures an event every time a key is pressed and every time a key is released too if memory serves.When sending input, you can try:pip install pyautoguiDocs are at https://pyautogui.readthedocs.io/en/latest/

URL: https://forum.audiogames.net/post/478433/#p478433




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Re: Getting unfocused input?

2019-11-19 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Getting unfocused input?

https://github.com/SerpentAI/sneakysnekHope it works!

URL: https://forum.audiogames.net/post/478097/#p478097




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

I don't know if this is implemented, but try example.play_wait() instead of example.play().the play method returns immediately, which means the program will continue running while the sound is playing, but since there's nothing else to do, the app will exit and your sound will stop.

URL: https://forum.audiogames.net/post/470203/#p470203




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

You might want to make a simple library for audio gaming. Something that lets you show and hide windows, handle keyboard input and things like that.

URL: https://forum.audiogames.net/post/470202/#p470202




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Re: A bit of help with incripting sounds?

2019-09-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: A bit of help with incripting sounds?

Are you sure you encrypted the sounds?There might be an error. You can get it by calling get_last_error_text and showing the result in an alert box.Try pasting this code after the line that's supposed to play the sound.if (get_last_error()<0) {alert("There was an error!", get_last_error_text());}

URL: https://forum.audiogames.net/post/460962/#p460962




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Re: Reconsidering Go as a possible game development language

2019-09-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Reconsidering Go as a possible game development language

I've started checking out go and it is certainly interesting.I guess it's the closest language to Python syntax that compiles.Right now I'm interested in messing with it.A wrapper would sure be nice.Edit: There seems to be a tool called gopy that turns a go package into a Python extension module. I need to try it, but it'd be really nice if we could make an accessibility compatible game engine in Go and add Python support.

URL: https://forum.audiogames.net/post/460945/#p460945




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Re: Reconsidering Go as a possible game development language

2019-09-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Reconsidering Go as a possible game development language

I've started checking out go and it is certainly interesting.I guess it's the closest language to Python syntax that compiles.Right now I'm interested in messing with it.A wrapper would sure be nice.

URL: https://forum.audiogames.net/post/460945/#p460945




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Re: onefile or not to onefile, that is the question

2019-08-30 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: onefile or not to onefile, that is the question

I guess you can compress it with onefile mode.It seems you can do the same thing without the startup delay with Enigma virtual box.

URL: https://forum.audiogames.net/post/458644/#p458644




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Re: Is there a way to add a data section to an executable?

2019-08-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Is there a way to add a data section to an executable?

Hi,What I mean is I'd want a way to add an entire new section to a programs executable called, for example, .gdata.I know EXE packers do that.

URL: https://forum.audiogames.net/post/457668/#p457668




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Is there a way to add a data section to an executable?

2019-08-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Is there a way to add a data section to an executable?

I'm looking for a way to add a new section to an executable (.EXE) file, so I can store various resources without using an overlay.I didn't find anything on Google, though and I don't have a clue about the PE file format.Would there be a reasonably simple way to do this?Thanks.

URL: https://forum.audiogames.net/post/457456/#p457456




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Re: Pathfinding implementation?

2019-08-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Pathfinding implementation?

Here is my simple AStar pathfinder in Cython.I won't guarantee it works, I'll just say it worked for me.Feel free to change it as much as you like.It's got one class, pathfinder.setup_map(int max_x, int max_y)This initializes the internal map to be max_x by max_y units large. The internal map is 2D by the way.set_terrain(min_x, max_x=min_x, min_y, max_y=min_y, type)Allows you to modify entire areas of the map to have the terrain type and returns the number of squares who's type was changed.The type determines how likely the computer will step in it, with 0 being the most likely, and 10 being completely impassable.find_path(x1, y1, x2, y2, allow_diagonal=False)Try to search a path from x1, y1 to x2, y2 through the map that is currently set up.Returns a list of (x,y) tuples on success, (the first one being the starting location), each (x,y) tuple being a set of x,y coordinates, or an empty list if it didn't find a way.Allow diagonal lets you set weather or not to allow moving in diagonal directions.This class uses numpy, so make sure to install it.The only other thing of interest is maparray, which is the 2D numpy array representing the map.You can change single coordinates in the map and maybe more, if you mess around with it.Here's the link.I wasn't planning to share this, so there are no docstrings or such.https://www.dropbox.com/s/ac2qe6xfizmoq … r.pyx?dl=0Oh, and hope you have a compiler! 

URL: https://forum.audiogames.net/post/456216/#p456216




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Re: a question for rust users, any way to use a dll in a rust project?

2019-08-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: a question for rust users, any way to use a dll in a rust project?

I'm not sure you need to compile it into a DLL in order to use it.More likely, you can just include it, into the main program. I'm not sure what the syntax is, but it'd probably be something like "module code" assuming you had a file called code.rs in your src directory.Then you compile, it'll get compiled too.

URL: https://forum.audiogames.net/post/452898/#p452898




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Re: how to compile your sounds with your game

2019-07-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: how to compile your sounds with your game

I wouldn't just use BGT and add my sounds to the EXE like that, though.It doesn't modify the pack file. It just sticks it on the end of the EXE. If you can find where it starts, you can extract it.You could also try having a function that returns a key rather than just using a string in set_sound_decryption_key, because if you just do that the key will end up sitting in memory.Maybe hash a string in the function that returns the key and return that.

URL: https://forum.audiogames.net/post/448679/#p448679




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Re: List of resources for programmers, developers, and more

2019-07-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: List of resources for programmers, developers, and more

Wow, thanks for this long list.Would you want to add a little section that lists good tools for audio games in Python, pygame, sound_lib, Tolk, that sort of thing?

URL: https://forum.audiogames.net/post/448678/#p448678




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Re: Cython, really secure?

2019-07-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Cython, really secure?

You might want to be careful of tracebacks.They can give away things you don't want given away, like which attribute your checking for a token so make sure to check it exists first, and crash if it doesn't probably by doing something likex=lambda x: x()x()I am not sure if this would crash when run as pure Python code, but I think it might if Cython runs that and that'd destroy the interpreter.These are just ideas, and they might or not be good ones.

URL: https://forum.audiogames.net/post/447098/#p447098




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Re: How can I incrypt sounds?

2019-06-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I incrypt sounds?

If you want to encrypt some data, here's an example.void main(){string data="" "Enter some data to encrypt");string key="my secret key";string result=string_encrypt(data, key);alert("The encrypted data is ", result);}So the function string_encrypt takes 2 values or arguments: Some data to encrypt, like some data from a sound, and a key, which you'll need to remember and use when decripting your encrypted data.So basically, if you have a sounds folder, what you do to encrypt each sound is.WARNING! Back up your sounds folder before you run this, or you'll have to decrypt the files.void main(){sounds[]=find_files("sounds/*"); // Find all the files in the sounds directoryconst string key="thisismysoundkeythatyouareneversupposedtofind"; // The key you'll use for encryption. You should really use it by getting it from a function to try and stop it from floating around in memory where it's easy to get at, but for now, just set it.for(int j=0; j{string file=files[j]; // The current file that we're looping over, just for convenience.bool result=file_encrypt(file, file, key); //Encrypt the current file, replacing the unencrypted data with the encrypted data.if(result==false){alert("Error", "Error encrypting file "+file+" with key "+key+". "+get_last_error_text());}}}That should encrypt all the files in the sounds folder, though you probably want to change the key.

URL: https://forum.audiogames.net/post/444764/#p444764




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Re: For beginners. Why is C# better than Python for audio game development

2019-06-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: For beginners. Why is C# better than Python for audio game development

I can't particularly say it feels that way whenever I make tiny little test games with Python.It might be like that because python just feels, easy.There's not really much static typing and things like that. Python lets you get away with many more things than you can in say, Rust, I should know because it loves to pop up errors at me 

URL: https://forum.audiogames.net/post/444759/#p444759




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Re: Making games with Rust?

2019-06-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Making games with Rust?

I was thinking I'd make something to simplify making games and help with things like sounds.

URL: https://forum.audiogames.net/post/443407/#p443407




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Re: Making games with Rust?

2019-06-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Making games with Rust?

Ugh, yes. Dealing with Python bytes seems to require an array of u8 and then I just stop when I find a 0. I guess recieving unicode strings requires an array of chars.Is there some kind of reference on how to convert between all the types, like, which types will Python convert into what, and which will just cause it to crash?I did think if I was going to make a DLL that managed objects, I'd pass numbers from the init function and the DLL would manage the objects based on the number you passed. I don't think I came up with this idea though, 

URL: https://forum.audiogames.net/post/442331/#p442331




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Re: Making games with Rust?

2019-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Making games with Rust?

I am trying to make a DLL that I can use from Python with ctypes.It was sort of an experiment.I wanted to start with an add function, then maybe make something more useful.I did use the advice from number 5, here is the src/lib.rs file:pub extern "C" fn add(f:i32, s:i32) ->i32 { f+s}This creates a DLL, and then I ran dependency walker which can show all the exported functions. There was only 'rust_eh_personality", even if the name got mixed up, shouldn't there be something else?My cargo file is like this[package]name = "dll"version = "0.1.0"authors = ["Keith"]edition = "2018"[dependencies][lib]name="test"crate-type=["cdylib"]Thanks.Edit: Also, this came from home, I don't have the VC build tools installed on here

URL: https://forum.audiogames.net/post/441323/#p441323




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