Re: Blastbay Studios Open Source Libraries

2019-11-04 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@52: since bass can both load and stream multiple sound file formats built-in and still more via addons, you can wrap that convolution and hrtf thing in a bass addon and you will benefit from the streamming capabilities, more file formats than one could implement in a lifetime as well as recording, encoders, streamming to a shoutcast or icecast server and many more things.@57: thanks for that combinations tip, checking it to see what becomes of it. Btw, I don't want to use angelscript with c++, I am using it with pb with the C interface.@philip: can you tell me, from the bgt objects, wich of them are reference objects and which are value ones? If when you register a reference type, you have to associate a factory function that returns a "new" object, than what should a constructor for a value type return? I am asking it only because the documentation is abit unclear about this and I don't know quite what to make of it.

URL: https://forum.audiogames.net/post/472838/#p472838




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Re: Blastbay Studios Open Source Libraries

2019-11-02 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@66, I significantly doubt you could make a game designed for the desktop work on the web with emscripten. Explicit effort has to be made to port it, and porting things is not an easy task, especially since browsers usually do not provide all you would need to make a good game (i.e. real-time physics, collision detection, file system access, ...). You also don't have control over the browsers event loop, meaning that its incredibly easy to break timing and mess up everything that requires explicit timing. After all, the browser controls when yoru script will run, not you.

URL: https://forum.audiogames.net/post/472227/#p472227




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Re: Blastbay Studios Open Source Libraries

2019-11-02 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@66, I significantly doubt you could make a game designed for the desktop work on the web with emscripten. Explicit effort has to be made to port it, and porting things is not an easy task, especially since browsers usually do not provide all you would need to make a good game (i.e. physics). Add to that the fact that the game can't take over the event loop of the browser and you've got a clear indicator that games just won't work in the browser properly and correctly until such control can be surrendered. Since that will never happen...

URL: https://forum.audiogames.net/post/472227/#p472227




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Re: Blastbay Studios Open Source Libraries

2019-11-02 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Yes, but libraries for stuff like making an object sound as if it is behind a door, or managing large sets of objects and map types is something that could be made in C++ and converted to WASM with Emscripten. Here are a list of libraries that have been converted to WASM:https://github.com/emscripten-portsIf we had something similar to bgt, or someone built a toolkit for brython or something to interact with web audio and other tools needed for audio games, you could get rid of the terrible syntax _javascript_ has.But a C++ developer could write entire games and websites in C++ using the emscripten.h file.Wasm is an incredible tool, and I would like to see some projects with it from experienced developers.

URL: https://forum.audiogames.net/post/472226/#p472226




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Re: Blastbay Studios Open Source Libraries

2019-11-01 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

It's useless to make a JS library for audio convolution. It's already one of the available WebAudio nodes.

URL: https://forum.audiogames.net/post/471578/#p471578




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Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

The only problem I have with JS is th asynchronous functions thing. Let's be honest: the syntax is utterly broken at this point (and it takes the async paradigm to the absolute extreme). I can see JS as being a viable target but I can't imagine that we'll have many people (from this community) learning it considering that if you look up "_javascript_ tutorial" your bound to find a tutorial that's *not* ES6 or higher.

URL: https://forum.audiogames.net/post/471243/#p471243




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Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

The only problem I have with JS is th asynchronous functions thing. Let's be honest: the syntax is utterly broken at this point. I can see JS as being a vaible target but I can't imagine tha we'll have many people learning it considering that if you look up "_javascript_ tutorial" your bound to find a tutorial that's *not* ES6 or higher.

URL: https://forum.audiogames.net/post/471243/#p471243




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Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I don't like JS that much. Like, I'll use it, but its an absolute and utter mess. The language has inherited so many problems from previous versions (i.e. confusions with the this keyword and so on) and the fact that it takes asynchronism to the absolute and utter extreme end of the spectrum. In JS now not only are you required to remember the amount of levels your into with braces, your now also required to remember the level of nesting your in with the asynchronous functions your using. I so do wish we had another language other than JS that browsers supported but meh...I mean, I'll use it but I don't have to like it. 

URL: https://forum.audiogames.net/post/471243/#p471243




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Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@62 Definitely a good idea. Though my own personal focus is more on C and C++, so I don't think I'll start cranking out _javascript_ libraries any time soon. Then again, one can always use Emscripten to convert C and C++ code to LLVM bytecode and then convert that to _javascript_.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/471200/#p471200




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Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@philip_bennefall, it would be very interesting to combine some of these libraries into web assembly.I think if there was a BGT-like system for the web, it would cover all platforms. The two problems I see with the web are the difficulty with obfuscation, the amount of setup required to do anything, and the amount of _javascript_ required to do anything useful. Once you get good at _javascript_, it's not such a big deal to write functional code, but for someone just getting started, asynchronous code and the functional paradigm are not always the most intuitive.If you consider the web as your sandbox, it's a pretty big sandbox, and there's trillions of dollars being spent to increase the functionality of that sandbox each year. WebXR is coming out in December, for example, and the fact that a universal web speech api and web audio api already exist, that work on IOS, Android, Windows, OSX, and Linux, make the web such a cross-platform solution.I would love to see libraries for audio games compiled to wasm for people to import into their js code.

URL: https://forum.audiogames.net/post/471187/#p471187




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Re: Blastbay Studios Open Source Libraries

2019-10-29 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@60 Right, it will look very similar to the signature you wrote. I have figured out how streaming convolution is done in theory now, but I haven't had time to implement it yet because I work full time during the weeks. Come the weekend, I will take a stab at it.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/471079/#p471079




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Re: Blastbay Studios Open Source Libraries

2019-10-28 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@59: if it's done correctly, it should be push interface. You send a buffer to the effect, and it applies the effect on it in place.In C, the function would be something like int effect_apply (effect_context* ctx, float* buffer, int length)So that both real-time and offline use are possible.Of course what is expected must be well defined: frequency, mono buffer, interleaved stereo, etc. and the length be either byte length or frame length.In audio, that's the most common source of errors and crashes, but that's the most efficient and the most flexible as well.But as far as I understand, the problem of Phillip preventing him from doing real-time is that he can't catch up. I tried once to make a little thing for convolution and I had the same problem, as soon as the impulse is more then a few hundreds bytes long, even when trying to optimize out multiplications by almost zeros and memory alignment.

URL: https://forum.audiogames.net/post/471068/#p471068




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Re: Blastbay Studios Open Source Libraries

2019-10-28 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@59: if it's done correctly, it should be push interface. You send a buffer to the effect, and it applies the effect on it in place.In C, the function would be something like int effect_apply (effect_context* ctx, float* buffer, int length)So that both real-time and offline use are possible.Of course what is expected must be well defined: frequency, mono buffer, interleaved stereo, etc. and the length be either byte length or frame length.In audio, that's the most common source of errors and crashes, but that's the most efficient and the most flexible as well.But as far as I understand, the problem of Phillip preventing him from doing real-time is that he can't catch up. I tried once to make a little thing for convolution and I had the same problem, as soon as the impulse is more then a few hundreds bytes long, even when trying to optimize out multiplications by zeros and memory alignment.

URL: https://forum.audiogames.net/post/471068/#p471068




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

If this streaming interface were something that was a pull interface then I'd say you should buffer the results until the user requests them, but as this is a push interface... not sure how else I can help . When your done, I'd love to know th solution you found.

URL: https://forum.audiogames.net/post/470837/#p470837




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@57 A general library for convolution, plus higher level wrappers for HRTF is what I want to achieve in the end. I just have to iron out the details of how to do real-time convolution, which is not a trivial task. I'm working on it as we speak.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470796/#p470796




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@allI give a great +1 for a library for creating effects based on convolutions, as well as HRTF.It would be really excellent if it were usable real time, typically for an audiogame.@41> The combinations object would be interesting, if only for the used algorithms.As far as I understand, the combinations object of BGT is built upon next_permutation, shuffle and ohter algorithms of the C++ standard library.> As you are, to my knowledge, the first developer that uses angelscript in this way, could you give us your opinion about it. Can you provide us with an example of using it in a C application with the C interface, registering functions, variables, classes, etc?Embedding AngelScript in your own C++ application is quite complicated. Everything is explained in the website http://www.angelcode.com/That's in fact exactly what Phillip did: embedding AngelScript, providing a certain number of useful objects, and making it usable as a general scripting language to make audiogames.He, was the first; not meIF you are interested in adding a scripting language to your game, I suggest first to look at lua.Lua is sometimes quite weird and unintuitive, but embedding it is much easier.Now, personnally, I considered AngelScript for a while, but in fact I think that the language in itself has problems, and I would no longer recommand it.When you have experience in a few well-known languages, you feel that AngelScript handles are quite illogical. It behaves sometimes like Java or C# where everything is implicitely a pointer (except primitive types), and sometimes like C++.It's messy, especially with arrays, dictionaries and other collection types.And, on the embedding side, you have to handle strings yourself, you have to parse yourself the source code to handle includes and commentsit's quite stupid stuff, but it feels a little the hacky way.After having tried to embed lua, AngelScript and python, I finally decided to create my own scripting language.I explained why  in the readme of the GitHub project at http://github.com/qtnc/swan

URL: https://forum.audiogames.net/post/470792/#p470792




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

It turns out that I can't use the one-shot interface directly. Running the convolution on 10 seconds of audio with a latency of 256 frames took about 84 seconds, so I definitely need to think of a different approach for streaming.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470791/#p470791




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@53 That's the part I am investigating at the moment. The easiest and most natural way would be to simply use the one-shot interface and then overlap the results, but I don't know if it will be fast enough. There is a tradeoff between latency and speed, basically.@54 Awesome! I could probably make some higher level abstractions on top of it as well, such as direct access to HRTF impulses via lookup tables etc.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470790/#p470790




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@52, if it will come out, I will make a python wrapper for it like what I did for your voclib.

URL: https://forum.audiogames.net/post/470789/#p470789




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@52, can't you just make the streaming interface just use the one-shot interface to apply the effect in real time? Or am I giving you a solution that would be too slow?You could buffer it but I can see various problems with that.

URL: https://forum.audiogames.net/post/470781/#p470781




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@50 You are absolutely right, it's in no way wrong to release code with a disclaimer. I just do not want to do so for various reasons that I have tried to outline. I personally would not use code from a developer if it has such a disclaimer, but that's obviously down to personal opinion again.@51 Cheers! For now I have written the one-shot version, as it were. It processes the whole chunk at once. Now I have to write the streaming interface on top of it, with the add/overlap stuff etc. I'm not looking forward to that, but the library would be more or less unusable without it.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470767/#p470767




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@49, that's pretty good. I can't wait for this lib to come out so I can check it out for myself. 

URL: https://forum.audiogames.net/post/470758/#p470758




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : jaybird via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I see both sides of the BGT source code discussion.Obviously the code belongs to Philip, and it is his exclusive right to decide what happens to it, and nobody else can do anything about that. It just depends on the person, some people might release their ancient code, no matter how poorly-written or embarrassing, and put a huge disclaimer in the Readme saying it's completely unsupported, if you contact me about it you will be ignored, etc. But it is his right to choose not to release the code.Would I like to see the code? Yeah, if it were out there I'd probably look at it and definitely save a copy, just because BGT is a big piece of Windows audio gaming history. But I'm not going to post and say, "You could do this, you could say that, it doesn't matter if it looks like a two-year-old wrote it, just give us the code already!"

URL: https://forum.audiogames.net/post/470755/#p470755




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

For those who are curious, here's a sample of how it sounds.I used a simple mono recording of speech as my data. Note that I have a cold so I only sound half human.https://www.dropbox.com/s/nxn8iqqy3tpqg … h.wav?dl=1And here is the impulse; a free recording of a room that I downloaded years ago.https://www.dropbox.com/s/tqt6hf7ho4ihj … o.wav?dl=1And finally, here is the output.https://www.dropbox.com/s/4a28vflgmaudn … o.wav?dl=1Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470751/#p470751




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Yhea, I use Sony's acoustic mirror and I really like the result, including on their website was available a impulse pack that could be used for free.It is no longer available today, but I still have this material here and many other impulse files already in wav. Reaper also brings with it some very interesting guitar amp impulses.Very happy to be able to help you!Regards

URL: https://forum.audiogames.net/post/470698/#p470698




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@46 I already made such a shell, that's what I am using to test my implementation. Right now it does the whole convolution in one step, so I still need to implement streaming. But the output sounds just like Acoustic Mirror from Sony, which makes me happy.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470696/#p470696




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@#45Wow, fantastic!Really the possibilities are huge and it will be very useful.Sometimes I need to quickly apply a convolution effect to an audio file, but without losing the original file and even a long time making edits.For games, this will be too good.When you're done, also write a small shell so you can use it elsewhere, like bgt for example.The parameters could be as follows:* -i, impulse file of the effect to be applied to the audio (reverb, distortion, etc.)* -sound, the input file* -output, the resulting file.[edit]Lol, I was forgetting to say that it would be nice to also have parameters to set the effect's volume relative to the original audio.regards

URL: https://forum.audiogames.net/post/470692/#p470692




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@#45Wow, fantastic!Really the possibilities are huge and it will be very useful.Sometimes I need to quickly apply a convolution effect to an audio file, but without losing the original file and even a long time making edits.For games, this will be too good.When you're done, also write a small shell so you can use it elsewhere, like bgt for example.The parameters could be as follows:* -i, impulse file of the effect to be applied to the audio (reverb, distortion, etc.)* -sound, the input file* -output, the resulting file.regards

URL: https://forum.audiogames.net/post/470692/#p470692




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@44 That would be useful indeed, and I'll definitely think about it, but it's a bit outside my experience at the moment so I would have to do a bunch of research before I would be ready to take on something like that.@42 I'm delighted to say that I just got convolution working. There are some details I still have to iron out, but I have a proof of concept working in the frequency domain and it sounds pretty awesome if I may say so myself.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470679/#p470679




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@Philip, implementing a library for stearring behaviours might seem useful as well. something that can support flocking etc (though it depends on the programmer to implement that).

URL: https://forum.audiogames.net/post/470665/#p470665




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

also, implementing a library for stearring behaviours might seem useful as well. something that can support flocking etc.

URL: https://forum.audiogames.net/post/470665/#p470665




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@41 The combinations stuff is taken from an old boost header-only library that I think is no longer available. It was online for a while but I can't find it anymore. It was never actually accepted into boost, only proposed for review.As for AngelScript, if you have trouble with it I would email the author and ask for help if I were you. Writing a tutorial on how to use AngelScript is a little outside the scope of what I am trying to do with my open source libraries.@42 It's funny you should mention convolution. For the last couple of days I have actually been reading up on exactly that, and I think I figured it out. I'm going to spend a few hours this weekend trying to see if I can get it working in the frequency domain. Convolution has two useful applications in games; reverb of course, but also HRTF (AKA binaural audio). It would be really nice to have a small, self contained library for HRTF processing. We'll see how far I get.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470659/#p470659




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Philip, I don't know if there is any library that does this, but have you ever thought of creating an easy way to generate convolution effects as we have it in audio editors? For example, a reverb generated from impulse files?You could do just as you did with vocoder by creating an executable that was operated via the command line for offline processing. What do you think?Regards

URL: https://forum.audiogames.net/post/470657/#p470657




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

The combinations object would be interesting, if only for the used algorithms.@38: Now that I read your posts, I can say I didn't think about that, so you raise a valid point. In that case, i think bgt should indeed be forgotten, perhaps even the source code hidden on a faraway storage medium, so you will not be tempted to look at it.As you are, to my knowledge, the first developer that uses angelscript in this way, could you give us your opinion about it. Can you provide us with an example of using it in a C application with the C interface, registering functions, variables, classes, etc?

URL: https://forum.audiogames.net/post/470653/#p470653




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@39 I agree with you 100%, and that's why I started this topic in the first place. To be clear, I will not be publishing these parts from the BGT codebase as they are not particularly well written. Instead, I am rewriting them piece by piece to be done better, and to hopefully have more features and better performance than their predecessors.Some things I have already found public domain libraries for, such as pathfinding, encryption and pack files, so I will not be rewriting those. I might publish a list of libraries that I recommend, though.But the tts stuff I do plan to publish, as I have made some additional optimizations that reduces the latency of the speech way below NVDA's level for example. I also did some work on language detection, and I have recently figured out how to call the Microsoft OneCore voices natively from C.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470652/#p470652




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

AS I'm reading, I'm wondering if it wouldn't be interesting to make a list of the worthy parts of BGT with Phillip.The goal would be of course to save what's really worth saving.The number_to_words function that has been already published is one of these small portions of code that could be worth saving.What else could be interesting ?Quickly looking at the BGT reference, I'm thinking about the following ones:- generate_computer_id, not to encourage cracking but to give an idea of how one can uniquely identify a computer- pathfinder, because that's not trivial algorithms- tone_synth and soundtrack, because it's a good and fun audio-related thing- tts_voice, as an example of using SAPI5 because it isn't so easy either- encryption stuff, or more exactly which library has been used; again not to encourage cracking of existing BGT games but just to see how encryption can be done- sound and sound_pool, including OGG decoding, though if it is using DirectX directly, it amy be as well uninteresting since DirectX has been deprecated since, and up-to-date audio libraries are performing much better.- HTTP is uninteresting, there are libraries for that, and it isn't so hard to do even without a library- Networking part is uninteresting, ENet is a discutable choice- Pack file stuff is unteresting. If I can give an advice, take a well-known format such as zip rather than making your own; you will avoid a lot of astle- Most of the rest is relatively simple, or part of standar libraries

URL: https://forum.audiogames.net/post/470635/#p470635




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@36 If I state in the readme that I will not have anything to do with the project pretty much, and that it is not a good idea to learn from it, then I don't see the project serving any purpose. I don't see what motivation there would be for keeping it online. This is exactly why I decided to discontinue BGT in the first place. Publishing the source at this point would be more than a little counterproductive, and I am not interested in doing so.This topic was not really meant to be about BGT, its future, its internals, or anything else relating to it. My intention was to have a brainstorming topic where people could suggest ideas for self contained, easy to use, minimalistic libraries that would serve some useful purpose.As for generating hardware ID's, there are lots of ways of doing that but none are bulletproof. The options you have also depend on what platform you are targeting, of course. Basically, try to find pieces of information about the operating system and the hardware that you believe will not change frequently, and combine them in some way.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470624/#p470624




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Not to be a dick, but keeping to ask to upload the source code even though the OP stated that he doesn't want to multiple times is kind of... annoying.

URL: https://forum.audiogames.net/post/470622/#p470622




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@35, you can state on the readme that I won't continue this project and pull requests and patches are ignored, and this is not a project to learn from, since the code is written a long time ago and is messy.again, it's your decision to make.also, how did you implement generate_computer_id? I want to code it for my need.thanks.

URL: https://forum.audiogames.net/post/470617/#p470617




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@34 Of course it is on them if they want to lern from it, but many new developers may not actually be able to tell which parts are terrible and which ones that are reasonable. And there is also another important point, which is that I don't want my name associated with badly written code. I would be receiving questions about it, suggestions for improvements, patches that I would have to review etc, and that's the last thing I want. At the end of the day, it would be like having to continue supporting BGT anyway and that's exactly what I am trying to get away from. Simply put, just because a product has been abandoned does not make it a good idea for it to be made available as open source. In the case of BGT, that would be a very bad outcome which is why I am so firm on this point. Of course I can see why many people want the source, but at the same time I hope my reasoning makes sense.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470610/#p470610




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@33, honestly I'd do what 32 asked and if people do learn from it, then the onus should be on them. If they choose to learn from your terribly-written code from 10 years ago, then that's on them, not you. All your doing is publishing code. Its not your problem if others learn from your code and then don't try and improve what they know to make it cleaner and less terrible. Will people blame you if you do this? Of course, but you'd get blame anyway no matter what you do.

URL: https://forum.audiogames.net/post/470607/#p470607




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@31 The MIT license definitely allows you to use the code in closed source software, so that's not the issue. The issue is this line:The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.This is what I was describing in my above post. It is unclear exactly what that clause requires. For example, if I write a closed source DLL that happens to make use of MIT licensed code internally, would then any user of that DLL be required to include the MIT license text simply because the DLL used MIT licensed code? It's unclear, which is why I don't like the license much.MIT-0 which I mentioned, is basically the exact same license but with that clause removed.@32 Most of the BGT source code was written about 10 years ago when I was first learning C++, and definitely cannot be described as well written code. It's not something that I want people to learn from, because there are much better ways of doing things and that's what I am hoping to achieve with my open source libraries.As a side note,the LGPL is a rather restrictive license and I would never want to use it for any of my source code.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470604/#p470604




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

If angelscript doesn't allow variable number of arguments, then how do you think philip registered a method that accepted as many parameters as in the signature of the function being called from the dll?Back to the topic at hand, @philip: why don't you release the entire dead korps of bgt in a repository on github, release it under lgpl or something and be done with it? This way, the C programmers will have everything they need, being able to select what they need and you don't need to allocate your self time for taking pieces of the dead body and handing them to whoever needs them. I think this could result in a win-win situation, so why don't you try it?

URL: https://forum.audiogames.net/post/470599/#p470599




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@29: Last time I checked, AngelScript didn't allow functions with variable number of arguments. There are default values for parameters and overloading, but that's all.@Phillip: As far as I know, the MIT license is quite liberal: you can also use MIT-licensed libraries in closed-source projects, you must only share your work if you have modified the library.But 1/Im' not jurist, and 2/I honnestly don't care much I'm just sad that people are refrained from using something I share for free just because of stupid license stuff.At the beginning UniversalSpeech was under GPL. Someone told me to change, but MIT doesn't seem to fit better. I don't understand all that f###.I know that I can't make money out of that; I'm not going to wast time verifying if everyone using my work is doing 100% correct anyway.I just hope that those who improve and extend the library are as honnest as me and give back their work on it rather than keeping it closed. For all the rest do what you want..Keep loyers out of the way, we'll all sleep well.

URL: https://forum.audiogames.net/post/470560/#p470560




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@Phillip: As far as I know, the MIT license is quite liberal: you can also use MIT-licensed libraries in closed-source projects, you must only share your work if you have modified the library.But 1/Im' not jurist, and 2/I honnestly don't care much I'm just sad that people are refrained from using something I share for free just because of stupid license stuff.At the beginning UniversalSpeech was under GPL. Someone told me to change, but MIT doesn't seem to fit better. I don't understand all that f###.I know that I can't make money out of that; I'm not going to wast time verifying if everyone using my work is doing 100% correct anyway.I just hope that those who improve and extend the library are as honnest as me and give back their work on it rather than keeping it closed. For all the rest do what you want..Keep loyers out of the way, we'll all sleep well.

URL: https://forum.audiogames.net/post/470560/#p470560




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@27 I have checked out Universal speech in the past, and while it looks to be a very nice library, its license doesn't fit my requirements. It is ambiguous whether or not the MIT license requires attribution in closed source projects, and in turn, whether derivative works based on said closed source project would also require the same attribution simply because the MIT licensed code is used internaly. That is why I personally decided to go for a dual licensing scheme, a choice between MIT-0 and the Unlicense. The MIT-0 license is just like the MIT license, except with the attribution clause taken away.@29 You can make AngelScript functions accept default parameters, and that's how I did it if I remember correctly. It has been a very long time since I looked at that code, and it is incomplete so I don't think I want to release it separately.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470531/#p470531




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I've moved away from bgt a long time ago, now I am using .net or python for almost everything I do these days. I don't want to remake bgt, at least not anymore, just asking for this or that design decision or X object because of curiosity alone. By the way, could you show us the code of the library object and how do you register the call method With angelscript so that we can call it with variable number of arguments? Does angelscript even allow that?I don't want to wrap any of the libs you publish in angelscript or anything like that, I want to use angelscript with some tools and small toy games I make in .net but can't wrap it unless I use the C interface and it's a verry tuff thing to do.By the way, does anyone know how to register angelscript classes in pure C using the C interface?Regarding cross platform speech solutions, couldn't one just use espeak or eloquence for the operating systems that support it and be done with it?

URL: https://forum.audiogames.net/post/470529/#p470529




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@27 I am awear of that. But they only work on windows.

URL: https://forum.audiogames.net/post/470507/#p470507




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Hello,A library to support sending text to the currently active screen readers, it already exists.See my own library, UniversalSpeech: http://github.com/qtnc/UniversalSpeechAnd I have a competitor named tolk.You may be interested by some of my other projects:- Swan, a programming language on my own- Jane, a code editor for the blindMy GitHub is http://github.com/qtnc/Personally, for audio, I use BASS.BASS has the advantage to be free of charge for free projects, and in case you have to pay a license, it's a lot cheaper than FMODEx.I tried once to use OpenAL, but it was overly complex for nothing, really. SDL Audio and SDL Mixer are very simple, but quickly limited.AS far as I know, SFML is based on SDL for its audio.

URL: https://forum.audiogames.net/post/470501/#p470501




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@25 There's always Freeverb, which is a public domain implementation written in 2000 but which is good enough for most basic gaming needs.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470466/#p470466




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net Forum — Developers room : hhleon-mueller via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

A reverb library would also be cool, to have in this repository.

URL: https://forum.audiogames.net/post/470464/#p470464




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Re: Blastbay Studios Open Source Libraries

2019-10-24 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I use Monocyper; its a low-level library but implements things like BLAKE2B, Argon2, AES-GCM, and has some very useful crypto advice (i.e. use your platform CSPRNG for cryptographically secure random data and try to avoid library implementations). Of course, sometimes I'll use OpenSSL or Libsodium.

URL: https://forum.audiogames.net/post/470356/#p470356




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Re: Blastbay Studios Open Source Libraries

2019-10-24 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@20 A lot of questions there, so let me start with the ones that relate to libraries as that's what this topic is meant to be all about.For packs, I recommend using something like PhysicsFS. It is a nice library which behaves like a virtual file system, but using archives underneath. The BGT pack file format had some severe shortcomings so I would not go with it when making new projects. If you have old data that you want to reuse, extract it using BGT and then repackage it into a format that PhysicsFS can understand.As for encryption, I personally use libtomcrypt. It is an excellent library and is very easy to get up and running with.As for all the why's and why not's of the design behind BGT, there were a lot of things that could have been done differently, for better or worse. Since I no longer support it, I don't really see the need to address all the hypothetical cases relating to various features and why they worked a certain way etc. The idea here is to move forward, and that's what I am trying to do with this topic. If you have ideas for libraries that you'd like to see, feel free to bring them up and I'll consider them. If you then want to wrap mine and other people's libraries in AngelScript, by all means go ahead.@21 There is a library called Tonic on Github which does what the tone synth did and then some. It's not really being maintained anymore, but there are enough useful nuggets in there for it to be a useful library still.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470336/#p470336




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Re: Blastbay Studios Open Source Libraries

2019-10-24 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Yeah. I figure that most of that, other than the reverb, can be easily reproduced if you can write wav data directly, but the way it has so much friendliness for both music and retro-style sound-effects is quite nice.

URL: https://forum.audiogames.net/post/470330/#p470330




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@1: the only things I want from bgt are encryption functions, the generate-computer-ide and the basic pack file object, if not the entire thing, then maybe the binary file format, like a struct or so.The only reason I want to do this is because I packed and encrypted some sounds with bgt and I want to use them with .net and I don't know how to proceed.You can find more about this thing in this topic:https://forum.audiogames.net/topic/3108 … questions/The guy there needed to do the same thing with python, but you get the general idea.One more thing about bgt's design choicis: why did you disable property accessors? For example, this code throws a disabled by the application compilation error:class test{private int x_=0;int x{get{return x_;}set{x_=value;}}//other code, constructor and such}// main and class instantiation omited for bravity.I agree that bgt was a flawd idea from the beginning, sandboxing limits and all that, but I think that some limitations and inconveniences could be, if not easelly, then with abit of effort surpassable.1: the C struct creation problem was solved well enough in other scripting languages like autoit 3 or python whos bytes object, theoretically speaking, is almost the same as a raw memory block allocated with malloc. So, if the python module struct can do it, than bgt could have done it too.2: the callback problem could, I think, be resolved by angelscript itself. I've seen scripts from their examples(I think it was the one about coroutines) registering event functions with the application that are called later when the application deems  necessary, so I don't think GetFunctionByDecl is the only way to grab an angelscript function. After you got hold of a function, you can cast it to a function pointer than return it.3: why didn't we have a kind of bgt debugger? I think the line callback would have done the trick, breakpoints, stac and variable inspection included. I saw some debugers listed on the angelscript site, not shure if that existed when you were making bgt, but whatever.4: why didn't we have the possibility to register handler funtions that would be called at bgt runtime error in stead of  that dialog box? If not, couldn't you atleast make it so that, when that runtime error occurs, an interactive prompt appears? From what I've read on the wevsite under features, one can executing new commands in an active context, so I gather it's possible, please correct me if I am wrong

URL: https://forum.audiogames.net/post/470304/#p470304




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : jaybird via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

One thing I'd love to see is some way to do sort of what BGT's tone synth does.

URL: https://forum.audiogames.net/post/470305/#p470305




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@1: the only things I want from bgt are encryption functions, the generate-computer-ide and the basic pack file object, if not the entire thing, then maybe the binary file format, like a struct or so.The only reason I want to do this is because I packed and encrypted some sounds with bgt and I want to use them with .net and I don't know how to proceed.You can find more about this thing in this topic:https://forum.audiogames.net/topic/31086/some-bgt-internals-questions/The guy there needed to do the same thing with python, but you get the general idea.One more thing about bgt's design choicis: why did you disable property accessors? For example, this code throws a disabled by the application compilation error:class test{private int x_=0;int x{get{return x_;}set{x_=value;}}//other code, constructor and such}// main and class instantiation omited for bravity.I agree that bgt was a flawd idea from the beginning, sandboxing limits and all that, but I think that some limitations and inconveniences could be, if not easelly, then with abit of effort surpassable.1: the C struct creation problem was solved well enough in other scripting languages like autoit 3 or python whos bytes object, theoretically speaking, is almost the same as a raw memory block allocated with malloc. So, if the python module struct can do it, than bgt could have done it too.2: the callback problem could, I think, be resolved by angelscript itself. I've seen scripts from their examples(I think it was the one about coroutines) registering event functions with the application that are called later when the application deems  necessary, so I don't think GetFunctionByDecl is the only way to grab an angelscript function. After you got hold of a function, you can cast it to a function pointer than return it.3: why didn't we have a kind of bgt debugger? I think the line callback would have done the trick, breakpoints, stac and variable inspection included. I saw some debugers listed on the angelscript site, not shure if that existed when you were making bgt, but whatever.4: why didn't we have the possibility to register handler funtions that would be called at bgt runtime error in stead of  that dialog box? If not, couldn't you atleast make it so that, when that runtime error occurs, an interactive prompt appears? From what I've read on the wevsite under features, one can executing new commands in an active context, so I gather it's possible, please correct me if I am wrong

URL: https://forum.audiogames.net/post/470304/#p470304




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@1: the only things I want from bgt are encryption functions, the generate-computer-ide and the basic pack file object, if not the entire thing, then maybe the binary file format, like a struct or so.The only reason I want to do this is because I packed and encrypted some sounds with bgt and I want to use them with .net and I don't know how to proceed.You can find more about this thing in this topic:The guy there needed to do the same thing with python, but you get the general idea.One more thing about bgt's design choicis: why did you disable property accessors? For example, this code throws a disabled by the application compilation error:class test{private int x_=0;int x{get{return x_;}set{x_=value;}}//other code, constructor and such}// main and class instantiation omited for bravity.I agree that bgt was a flawd idea from the beginning, sandboxing limits and all that, but I think that some limitations and inconveniences could be, if not easelly, then with abit of effort surpassable.1: the C struct creation problem was solved well enough in other scripting languages like autoit 3 or python whos bytes object, theoretically speaking, is almost the same as a raw memory block allocated with malloc. So, if the python module struct can do it, than bgt could have done it too.2: the callback problem could, I think, be resolved by angelscript itself. I've seen scripts from their examples(I think it was the one about coroutines) registering event functions with the application that are called later when the application deems  necessary, so I don't think GetFunctionByDecl is the only way to grab an angelscript function. After you got hold of a function, you can cast it to a function pointer than return it.3: why didn't we have a kind of bgt debugger? I think the line callback would have done the trick, breakpoints, stac and variable inspection included. I saw some debugers listed on the angelscript site, not shure if that existed when you were making bgt, but whatever.4: why didn't we have the possibility to register handler funtions that would be called at bgt runtime error in stead of  that dialog box? If not, couldn't you atleast make it so that, when that runtime error occurs, an interactive prompt appears? From what I've read on the wevsite under features, one can executing new commands in an active context, so I gather it's possible, please correct me if I am wrong

URL: https://forum.audiogames.net/post/470304/#p470304




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Gotta agree with openAL's complexity -- I never liked how it attempted to follow the style of OpenGL. FMOD is pretty easy to get working with, it only takes a few lines of initialization and then your ready to go. Something like this (C++17 mind):#include 

int main() {
FMOD::System *system;
if (auto res = System_Create(); res != FMOD_OK) {
// handle error
}
if (auto res = system->init(4093, 0, NULL); res != FMOD_OK) {
// handle error
}
// All is ready. Create a sound:
FMOD::Sound *sound;
if (auto res = system->createSound("c:\\windows\\media\\Windows Proximity Notification.wav", FMOD_LOOP_NORMAL, NULL, ); res != FMOD_OK) {
// Error...
}
// Play sound (will loop endlessly)
FMOD::Channel *chan;
if (auto res = system->playSound(sound, NULL, false, ); res != FMOD_OK) {
// error
}
while (true) {
system->update();
}
return 1;
}This example will actually work and will play the sound infinitely. (Trust me, OpenAL is much, much more complicated.) The repetition you noticed above is all of those error checks. Those could be eliminated from remaining code by calling setCallback() on the system object, only verifying that setCallback() succeeded. If that worked, that example could be shortened considerably. Here's a full example with error handling with a callback:#include 
#include 
#include 
#include 

FMOD_RESULT F_CALLBACK ErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void* userdata);

int main() {
FMOD::System *system;
if (auto res = System_Create(); res != FMOD_OK) {
std::cerr << "Error: " << FMOD_ErrorString(res) << std::endl;
return 1;
}
if (auto res = system->init(4093, 0, NULL); res != FMOD_OK) {
std::cerr << "Error: " << FMOD_ErrorString(res) << std::endl;
return 1;
}
// Set error callback
if (auto res = system->setCallback(, FMOD_SYSTEM_CALLBACK_ERROR); res != FMOD_OK) {
std::cerr << "Error: " << FMOD_ErrorString(res) << std::endl;
return 1;
}
FMOD::Sound *sound;
system->createSound("c:\\windows\\media\\Windows Proximity Notification.wav", FMOD_LOOP_NORMAL, NULL, );
// Play sound (will loop endlessly)
FMOD::Channel *chan;
system->playSound(sound, NULL, false, );
while (true) {
system->update();
}
return 1;
}

// Error callback
FMOD_RESULT F_CALLBACK ErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void* userdata) {
FMOD_ERRORCALLBACK_INFO* info = (FMOD_ERRORCALLBACK_INFO*)commanddata1;
if (info->result!=FMOD_OK) {
std::cerr << "Error " << info->result << " when calling function " << info->functionname << " with parameters " << info->functionparams << ": " << FMOD_ErrorString(info->result) << std::endl;
std::exit(1);
}
return FMOD_OK;
}The general consensus is the architecture: pointers are created and then initialized by the system object. You could trivially bundle this up into a set of classes that do all the FMOD calls for you if you so choose, as well as error checking. You could incorporate exceptions for fMOD errors too. But the architecture is triviailly simple to understand; and though its a bit strange, it does work nicely.I, too, would prefer open-source libraries myself. But FMOD is the number one audio library behind Wwise, and it greatly simplifies the huge amount of work that OpenAL forces you to do. (As a side note, FMOD does support HRTF via the free Steam Audio plugin.) So I think that for this, and only this, I can definitely give the fact that its closed-source (sort of anyway) a pass.And yes, its (technically) open-source -- FMOD is anyway. One of the perks is that if you pay for a license you get access to FMOD's source code. Does it not follow the GPL/LGPL? Yeah, it doesn't, but even if it did, what FMOD is doing is technically not a violation, at all, of the GPL or LGPL because you can charge for the code so long as people are able to get access to it. (That's GPL 3 only, BTW -- GPL v2 prohibits this kind of thing.)

URL: https://forum.audiogames.net/post/470273/#p470273




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Gotta agree with openAL's complexity -- I never liked how it attempted to follow the style of OpenGL. FMOD is pretty easy to get working with, it only takes a few lines of initialization and then your ready to go. Something like this (C++17 mind):#include 

int main() {
FMOD::System *system;
if (auto res = System_Create(); res != FMOD_OK) {
// handle error
}
if (auto res = system->init(4093, 0, NULL); res != FMOD_OK) {
// handle error
}
// All is ready. Create a sound:
FMOD::Sound *sound;
if (auto res = system->createSound("c:\\windows\\media\\Windows Proximity Notification.wav", FMOD_LOOP_NORMAL, NULL, ); res != FMOD_OK) {
// Error...
}
// Play sound (will loop endlessly)
FMOD::Channel *chan;
if (auto res = system->playSound(sound, NULL, false, ); res != FMOD_OK) {
// error
}
while (true) {
system->update();
}
return 1;
}This example will actually work and will play the sound infinitely. (Trust me, OpenAL is much, much more complicated.) The repetition you noticed above is all of those error checks. Those could be eliminated from remaining code by calling setCallback() on the system object, only verifying that setCallback() succeeded. If that worked, that example could be shortened considerably. Here's a full example with error handling with a callback:#include 
#include 
#include 
#include 

FMOD_RESULT F_CALLBACK ErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void* userdata);

int main() {
FMOD::System *system;
if (auto res = System_Create(); res != FMOD_OK) {
std::cerr << "Error: " << FMOD_ErrorString(res) << std::endl;
return 1;
}
if (auto res = system->init(4093, 0, NULL); res != FMOD_OK) {
std::cerr << "Error: " << FMOD_ErrorString(res) << std::endl;
return 1;
}
// Set error callback
if (auto res = system->setCallback(, FMOD_SYSTEM_CALLBACK_ERROR); res != FMOD_OK) {
std::cerr << "Error: " << FMOD_ErrorString(res) << std::endl;
return 1;
}
FMOD::Sound *sound;
system->createSound("c:\\windows\\media\\Windows Proximity Notification.wav", FMOD_LOOP_NORMAL, NULL, );
// Play sound (will loop endlessly)
FMOD::Channel *chan;
system->playSound(sound, NULL, false, );
while (true) {
system->update();
}
return 1;
}

// Error callback
FMOD_RESULT F_CALLBACK ErrorCallback(FMOD_SYSTEM *system, FMOD_SYSTEM_CALLBACK_TYPE type, void *commanddata1, void *commanddata2, void* userdata) {
FMOD_ERRORCALLBACK_INFO* info = (FMOD_ERRORCALLBACK_INFO*)commanddata1;
if (info->result!=FMOD_OK) {
std::cerr << "Error " << info->result << " when calling function " << info->functionname << " with parameters " << info->functionparams << ": " << FMOD_ErrorString(info->result) << std::endl;
std::exit(1);
}
return FMOD_OK;
}The general consensus is the architecture: pointers are created and then initialized by the system object. You could trivially bundle this up into a set of classes that do all the FMOD calls for you if you so choose, as well as error checking. You could incorporate exceptions for fMOD errors too. But the architecture is triviailly simple to understand; and though its a bit strange, it does work nicely.I, too, would prefer open-source libraries myself. But FMOD is the number one audio library behind Wwise, and it greatly simplifies the huge amount of work that OpenAL forces you to do. (As a side note, FMOD does support HRTF via the free Steam Audio plugin.) So I think that for this, and only this, I can definitely give the fact that its closed-source (sort of anyway) a pass.And yes, its (technically) open-source -- FMOD is anyway. One of the perks is that if you pay for a license you get access to FMOD's source code. Does it not follow the GPL/LGPL? Yeah, it doesn't, but even if it did, what FMOD is doing is technically not a violation, at all, of the GPL or LGPL because you can charge for the code so long as people are able to get access to it.

URL: https://forum.audiogames.net/post/470273/#p470273




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Mostly I just want a sound engine that is not fickle ior picky, without requiring maxed out AP to just get to play a sound. This engine takes 50 dependencies, 10 lines, and only plays 22.05khZ MP3s. That one takes 30 lines of init, and the sounds must be in mono. This other one only works if the sounds are in stereo. On-the-fly DSP? Eh, maybe; roll the dice to find out.With BGT, I don't have to run a batch converter for every new project. It has some format limitations, but they're actually on the generous side. It lacks HRTF, EAX, and those sorts of more advanced effects, but it's not like I needed those most of the time anyway. If fmod or openAL or SDL or Bass or whatever can deliver comparable ease-of-use, it has not yet been demonstrated.A solid open-source wrapper for one of these would actually be great, because then it'd be straightforward to port, if one can deal with how different languages interact with the underlying libraries.

URL: https://forum.audiogames.net/post/470262/#p470262




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Yeah, I know what you mean. I don't think I want to go down that path again though, in the sense that I don't want to create something self contained that tries to do everything for you. We would run into the same kinds of problems as with BGT, namely that you would quickly hit the limits of the sandbox and be stuck there.Of course one could make a very simple high level library which wraps a bunch of lower level stuff, but that too would suffer from limitations and then it would be in C++ to boot, where it is much easier to screw up than in a managed language like AngelScript.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470246/#p470246




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

What made BGT so attractive was the out-of-the-box, no initialization or wrapping or complex sequence of commands or formatting restrictions, it-just-works sound. That, and the lack of a need to do anything fancy to get the end result to run on other Windows devices. Nothing else I have ever found, save maybe _javascript_ for 5 minutes in 2006, has those two features. That and a sane compiler are really all I need.

URL: https://forum.audiogames.net/post/470244/#p470244




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I've used FMOD as well, but generally prefer an open source solution when possible. OpenAl seems nice in theory, but I am not a fan of the LGPL as is used by OpenAlSoft for example if I recall correctly.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470229/#p470229




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@13, I personally prefer FMOD in C/C++ projects, but I've used OpenAL via Alure before too. What's nce is that both support HRTF (one with a plugin and one as a built-in feature).

URL: https://forum.audiogames.net/post/470218/#p470218




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

If I can't do it in C, I will use whatever facilities that are available but make it as similar to the C API as possible. I have very little experience with Mac, so I need to do a lot more research before I can talk about it, but the mobile devices are higher on my priority list when it comes to the platforms I want to support.I use SDL2. It works well, though its audio subsystem is not quite up to the standard I require so I went with a combination of SoLoud and Miniaudio. SoLoud has its shortcomings so I might replace it at some point, but right now it mostly does what I want it to do. With Miniaudio as its backend, it works great.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470207/#p470207




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I'd like to note two things:1) Orca uses Python, not C. Luckily for C speech dispatcher has a library, libspeechd. You may wish to look into that.2) Mac OS libraries require Objective-C or Swift (I have never found a C equivalent). I'm not sue how your going to handle that. And yes, I've dug around in my attempts to get Mac OS speech working in projects I worked on for personal enjoyment in the passed.@11, this already exists -- its called SDL2/SFML. (I'd recommend SDL2 because its got controller rumble support.)

URL: https://forum.audiogames.net/post/470204/#p470204




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers 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: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : queenslight via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@ PhilipAnytime!Sincerely,Trenton Matthews

URL: https://forum.audiogames.net/post/470189/#p470189




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Agreed, though I probably won't be the one to do it. I'm far more interested in low level work than front-end stuff, to be honest. Not to mention the fact that any GUI I make would probably look pretty awful.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470187/#p470187




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : cmerry via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

While this isn't exactly a library, It'd be cool if someone were to make a GUI for the vocoder.

URL: https://forum.audiogames.net/post/470185/#p470185




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Sweet. I'll keep that in mind when I get to that point in development. Thanks for the tips!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470180/#p470180




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : queenslight via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@philip_bennefallFor help with your project on the Linux side, the folks over on the ‘Orca Screen Reader Mailing List” may be able to help you out there:https://mail.gnome.org/mailman/listinfo/orca-listAs for the Macintosh side, Https://AppleVis.com, is a good place to start.

URL: https://forum.audiogames.net/post/470179/#p470179




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

To give a little more information, right now it supports Sapi 5 and I have also recently figured out how to portably use the Microsoft OneCore voices from C. That should cover usage on Windows. Beyond that, I have to do research into the synthesis frameworks on other platforms.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470177/#p470177




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I ment the latter. Right then. I will be waiting for the release

URL: https://forum.audiogames.net/post/470175/#p470175




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Do you mean an implementation of an actual speech synthesizer, or something that gives you access to the native text to speech facilities on each platform? If you mean the former, check out Flite:http://cmuflite.org/If you mean the latter, I actually have such a library under development though it is not yet ready for public release.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470172/#p470172




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Hello. What would be cool to have is a cross platform text to speech library. That's the part where I think that we're lacking.

URL: https://forum.audiogames.net/post/470171/#p470171




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Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Blastbay Studios Open Source Libraries

I am wanting to publish some open source libraries into the public domain, basically to fill the gap left by BGT and then some. The idea is that you can pick and choose the bits that you want, and integrate them into your project. I have two repositories thus far:https://github.com/blastbay/blastlibs/Blastlibs is where i'll put most of the stuff I write. For now there is only an implementation of a similar function that is found in BGT called number_to_words, only this one is faster and has a much wider range.I also have a simple vocoder at:https://github.com/blastbay/voclib/As you can see from these libraries, they have a few distinctive features:* Portable C source code* A choice between public domain CC0, or MIT-0 with no attribution* Cross platform* Single file libraries that are easy to integrateThese are very important features that I want to have in all the libraries that I release.Now, to my question. What open source libraries of this style would you like to see? My main interests are gaming and audio, and to some extent text to speech.I would be happy to take suggestions and ideas from the other developers here, but can't guarantee that I will have time to implement any of these ideas. I just wanted to throw the question out there and see what comes back. So feel free to fire suggestions at me and we'll see where it goes!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/470170/#p470170




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