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: 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: 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: 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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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: 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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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: 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

2020-07-22 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

2020-08-01 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

2020-08-01 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

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

@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

2020-08-05 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

2020-08-05 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: python changing to 32 bit?

2019-02-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: python changing to 32 bit?

I guess you can't directly install the missing submodule using pip?

URL: https://forum.audiogames.net/post/414703/#p414703




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Re: I Wanna Smack Python Upside the Head

2019-02-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: I Wanna Smack Python Upside the Head

I am currently making a game in Python.Since it just uses the terminal to output text and it's accessible, I don't need sound hahahahaha!I'm sometimes forgetting indentation since I'm used to BGT, but that also helped me to get used to some things, I can already make classes which is not very hard lol.I also don't need speech, but does anyone wanna give me a sound library that *actually* works, instead of making clicking noises like pygame did.

URL: https://forum.audiogames.net/post/414705/#p414705




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Re: How to make load game and save game functions in bgt?

2019-02-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to make load game and save game functions in bgt?

Is there an operator which can redirect: x.y=2;To end up as: x[y]=2If so, you could probably make a dictionary. Then, all you gotta do to save and load is serialize it.You might also be able to do something like thisdictionary data;int counter=0;class int_overloaded{key="";int num=0;int_overloaded(){counter++;this.key="int"+counter+"";data.set(key, this.num);}int opAssign(int val){this.val=val;}//Redirect all the operators to access this.num, then, every time the value is changed, update the dictionary.}This might work, if someone or me wants to build it 

URL: https://forum.audiogames.net/post/414709/#p414709




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Re: Using picture in BGT

2019-02-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Using picture in BGT

If you wanna go that far, why not set up BGT to be a search engine? It will only take a year or 10 I don't think you should try.

URL: https://forum.audiogames.net/post/414787/#p414787




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Re: Question about AGK for Python development

2019-03-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Question about AGK for Python development

AGK seems to be Audio Game Kit for Python.It's in Carter Tem's repository on Git hub I think, though it seems he got it from somewhere else or moded it.

URL: https://forum.audiogames.net/post/416673/#p416673




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Re: Using picture in BGT

2019-03-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Using picture in BGT

He probably used DLLS.I'm pretty sure he has done that before.

URL: https://forum.audiogames.net/post/416676/#p416676




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How do you think damage formulas in Manamon work?

2019-03-14 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


How do you think damage formulas in Manamon work?

So I have some time now, so I went and played around with some Python code, that writes a list of values to a file.The code takes a starting value, and a multiplier. Then, it reduces the value in such a way so that the value reduces the most at first but gradually slows down.I'm interested in this kind of thing.Any guesses?Code:import time, syssys.stdout=open("data.txt", "w")class enemy: def __init__(self, defense=10):  self.defense=defense def reduce_value(self, val, m=2):  lst=range(self.defense)  mul=val*m  if mul==1:   mul=m  if val<=val*mul:   val+=val/10  for i in lst:   if mul==1.0:    mul=1.1   print("{0}, {1}".format(val, mul))   val-=val/mul   print(val)   mul+=0.5  return valtst=enemy(10)print(tst.reduce_value(10, 1))

URL: https://forum.audiogames.net/post/418753/#p418753




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Re: help with a strange runtime in bgt

2019-03-16 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: help with a strange runtime in bgt

Wouldn't it just require an if statement?

URL: https://forum.audiogames.net/post/419440/#p419440




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Re: How do you think damage formulas in Manamon work?

2019-03-16 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How do you think damage formulas in Manamon work?

Heh, it was what I did when I wanted to print all the data out.Since the print() function is like calling file.write, but it also uses str() on the object if it's one which I like.Anyway, sometimes, I don't wanna convert all the print() statements to writes.It's a quick and dirty thing I guess you can say.

URL: https://forum.audiogames.net/post/419445/#p419445




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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: 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

2020-06-13 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

2020-06-13 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

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

2020-06-16 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

2020-08-12 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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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: 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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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

2020-09-19 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

2020-09-19 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: 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: 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

2020-07-08 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

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(&cur_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) volatil

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

2020-07-11 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

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

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

2020-07-15 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: 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: 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?

2019-11-21 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: 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: 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: 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: Let's share some useful Python code

2019-04-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Let's share some useful Python code

Oh, by the way, I was thinking of coming up with a wrapper or something for networking, and I found stockings on Git Hub.It says it can send and receive complete messages, which sounds super nice, given what the how to on sockets says.Am I on the right track?

URL: https://forum.audiogames.net/post/426221/#p426221




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Re: Do you want to learn python?

2019-04-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Do you want to learn python?

In python 2, print is a statement, in Python 3, it is a function which means you use ().This may have something to do with it.

URL: https://forum.audiogames.net/post/426255/#p426255




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Re: timers in javascript?

2019-04-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: timers in _javascript_?

I guess you could use setinterval to either do this directly, or you could create a class, then use set interval and set one function that updates every timer every 50 secs or so.That might not be the best idea though.

URL: https://forum.audiogames.net/post/426292/#p426292




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Re: A useable looking audio game engine in Python

2019-04-16 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

I did join the mailing list, though it seems to be empty.By the way, the sound modules support pan, right?I guess so but I didn't see any pan things in Pygame.mixer last time I was in the docs.

URL: https://forum.audiogames.net/post/427195/#p427195




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Re: Complete BGT Collection folder?

2019-04-16 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Complete BGT Collection folder?

Go to https://github.com/cartertemm/bgt_includes to find the folder

URL: https://forum.audiogames.net/post/427197/#p427197




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Re: Python, input, and breaking the program

2019-04-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Python, input, and breaking the program

Hi,I think if you have a key number, like 65 for a, if you add 32 to it it always becomes a capital.This has something to do with the chr and ord functions.Hope that helps.

URL: https://forum.audiogames.net/post/427697/#p427697




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Re: Let's share some useful Python code

2019-04-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Let's share some useful Python code

HiThat was a handler error.It looks fixed now.I plan to cythonize the extension, that could take a day or two though because I don't have a computer with the compiler here now.

URL: https://forum.audiogames.net/post/429251/#p429251




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Re: A useable looking audio game engine in Python

2019-04-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

By the way, can someone please please! Show me how to play a sound in Pygame.I tried importing pygame, initializing it, creating a sound object from pygame.mixer.Sound with a string filename of my sound, then I called sound.play(), and nothing happened.These sounds even play in sound_lib, and in the shell too, so I have no idea what the problem is.Thanks.

URL: https://forum.audiogames.net/post/429252/#p429252




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Re: A useable looking audio game engine in Python

2019-04-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

Thanks, I'll give it a try.By the way, the exact problem is that when I call the method, it doesn't do anything, weather or not I store the channel it returns in a variable.Sometimes, I got the computer to play lots of white noise by setting the sound to looping, but that's the farthest I've gotten.Would you say that Pygame is reliable as sound lib?

URL: https://forum.audiogames.net/post/429279/#p429279




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How to create a non-standalone Python executable?

2019-04-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


How to create a non-standalone Python executable?

So I have been wondering, how can I create a non-standalone executable that just contains 1 python script and can run it on a computer where Python is installed?When you run pip or pyinstaller or something, those files are in the scripts folder, and you can even unzip them to find main.py files that just look like they import other modules then exit.Is there a way for me to create such executables?I looked several times on Google and nothing.I like how convenient they are.I don't want to create onefile Pyinstaller executable files, because those can take a while to extract, and I don't quite want to use the one folder mode, unless all the files for all scripts created in such a way can be stored in one other folder, which would probably work since these would probably be just small scripts that just need the generic files.Thanks!

URL: https://forum.audiogames.net/post/429317/#p429317




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Re: A useable looking audio game engine in Python

2019-04-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

Oh, the reason I wanted to try is because I can't figure out how to get an app created by py installer to load the sound_lib dlls.I tried os.chdir(sys._MEIPASS) and that seemed to fix some problems, but the best I could do was a runtime hook to copy all the DLLS into the application's folder.I also tried adding them as binaries using the .spec file, but no luck.Also maybe you could find a way to reduce and increase the volume of pygame sounds so it would sound farther away or closer to you.I did get it to work though.

URL: https://forum.audiogames.net/post/429318/#p429318




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Re: How to create a non-standalone Python executable?

2019-04-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to create a non-standalone Python executable?

Thanks!pycompile sounds like what I'd want.

URL: https://forum.audiogames.net/post/429465/#p429465




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Re: How to create a non-standalone Python executable?

2019-04-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to create a non-standalone Python executable?

I want a nice little EXE that contains my Python script and nothing else.I have problems calling Python scripts from the command line and passing them parameters so I want to be able to build small executables, not like pyinstaller, that work just like the scripts in the installed python directory.

URL: https://forum.audiogames.net/post/429496/#p429496




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Re: How to create a non-standalone Python executable?

2019-04-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to create a non-standalone Python executable?

Pyinstaller makes a large exe that takes time to load, or it fills up the folder of the exe with 50  other files that make it a bother to find the 1 I'm looking for.

URL: https://forum.audiogames.net/post/429498/#p429498




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Re: How to create a non-standalone Python executable?

2019-04-29 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to create a non-standalone Python executable?

Hi and thanks.I already have Cython set up and able to generate extensions with it.I completely forgot about trying a batch file. That would probably work.

URL: https://forum.audiogames.net/post/430089/#p430089




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Re: Help with pyinstaller

2019-04-29 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Help with pyinstaller

It might help if you copied  all the text from pyinstaller and pasted it here.

URL: https://forum.audiogames.net/post/430163/#p430163




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Re: Sound pool in Python

2019-05-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Sound pool in Python

This sounds neat!Thanks.

URL: https://forum.audiogames.net/post/430524/#p430524




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Re: How to create a non-standalone Python executable?

2019-05-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to create a non-standalone Python executable?

I found something which seems to look like it can not only make extensions but also executables, standalone or not which was what I wanted.If you want to look at it,www.nuitka.net

URL: https://forum.audiogames.net/post/430544/#p430544




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Re: How to create a non-standalone Python executable?

2019-05-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How to create a non-standalone Python executable?

Maybe, but it's just easier to type 'nuitka script.py' and get a small executable, For me it was 300 KB and it did work.

URL: https://forum.audiogames.net/post/430590/#p430590




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Re: game engine joystick_init() problem

2019-05-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: game engine joystick_init() problem

By the way, what is this game engine?I never heard of it before, I think.

URL: https://forum.audiogames.net/post/430893/#p430893




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Re: Making my game accessible with Jaws?

2019-05-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Making my game accessible with Jaws?

Monopoly planet used w and s, though I won't tell you that I enjoyed it.I kept hitting the arrows and wondering why nothing happened!

URL: https://forum.audiogames.net/post/430892/#p430892




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Would you ever wanna use both BGT and Python?

2019-05-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Would you ever wanna use both BGT and Python?

So, I am not sure how this might be done, but it might be possible to, or is almost certainly possible to, either package Python and modules in a BGT pack file, then use python37.dll or something like that to run Python code.I think that there is some kind of eval function you could use, or someone could write a python script, compile it with Cython, make an executable, and that script then takes lines of Python code.Do you think this would be a good idea?It'd certainly be cool to meld BGT and Python, Python can probably download files much more easily than BGT.

URL: https://forum.audiogames.net/post/431108/#p431108




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Re: Would you ever wanna use both BGT and Python?

2019-05-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Would you ever wanna use both BGT and Python?

There might be another easier way to do it.First, compile an app with pyinstaller, that imports all the modules and have it check a file like 5 times per second.If something is in that file, execute it as Python code.Then you can redirect stderr and stdout to another file, and BGT can read those.Not particularly great, but it'd certainly work and it might not cause too much lag.

URL: https://forum.audiogames.net/post/431320/#p431320




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Re: Programming incremental offline games using Python

2019-05-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Programming incremental offline games using Python

Someone released a cookie clicker game in BGT.I'm not sure where it is, but I think it's the same developer who released your adventure.

URL: https://forum.audiogames.net/post/431993/#p431993




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Re: python mixer, and if?

2019-05-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: python mixer, and if?

Hmm, I think pygame.mixer.music.load returns a sound object.Assign it to the variable sound, for example, then call sound.stop().That should stop it.

URL: https://forum.audiogames.net/post/432202/#p432202




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How can I use bytes to make a sound in sound_lib?

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


How can I use bytes to make a sound in sound_lib?

So, since I made a pack file, where you can get a sounds data in bytes, I'd like a way to play it with sound_lib.I tried to read through the classes and didn't find anything helpful.Any ideas?Thanks in advance.

URL: https://forum.audiogames.net/post/432437/#p432437




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Re: Unable to see tracebacks?

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Unable to see tracebacks?

In the CWD.In the command prompt, type cd to know where that is.In Python, call os.getcwd() to find that out.

URL: https://forum.audiogames.net/post/432486/#p432486




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Re: How can I use bytes to make a sound in sound_lib?

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I use bytes to make a sound in sound_lib?

Hi, it does, it's just isn't in function form though I can update that if you wish.If you want the bytes of boom.ogg:#assume file is the pack file object, and you loaded a pack file with a keydata="">You index it like a dictionary.I'm going to change that to a function called get_bytes, which works the same way.

URL: https://forum.audiogames.net/post/432489/#p432489




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Re: How can I use bytes to make a sound in sound_lib?

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I use bytes to make a sound in sound_lib?

Hi, it does, it's just isn't in function form though I can update that if you wish.If you want the bytes of boom.ogg:#assume file is the pack file object, and you loaded a pack file with a keydata="">You index it like a dictionary.I'm going to change that to a function called get_bytes, which works the same way.Edit: Modified Pack, both the pack file and the documentation.The previous example won't work any more once you re download the pack though any old pack files are still compatible, use pack.get_bytes() instead where pack is your pack object.

URL: https://forum.audiogames.net/post/432489/#p432489




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Re: Let's share some useful Python code

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: Let's share some useful Python code

Hi guys,I updated the pack file, with an experimental function to load .pyc files from inside the pack its self, and another function, 'get_bytes()', which returns the decrypted decompressed bytes of a given file inside the pack.I also updated the docks at HereEnjoy!There might be an error though and if so please send me the info.

URL: https://forum.audiogames.net/post/432507/#p432507




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Re: are there any exercises that is based off the python documentation?

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: are there any exercises that is based off the python documentation?

There is a Python howto section that has code snippets.

URL: https://forum.audiogames.net/post/432509/#p432509




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Re: are there any exercises that is based off the python documentation?

2019-05-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: are there any exercises that is based off the python documentation?

There is a Python howto section that has code snippets. It's in the main Python documentation.

URL: https://forum.audiogames.net/post/432509/#p432509




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Re: How can I use bytes to make a sound in sound_lib?

2019-05-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector


  


Re: How can I use bytes to make a sound in sound_lib?

Hi, and thanks for that.Not very familiar with CTypes, but now I have one less excuse!Will give it a try!

URL: https://forum.audiogames.net/post/432684/#p432684




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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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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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Re: Making games with Rust?

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


  


Re: Making games with Rust?

I'm looking for a way to build a DLL with rust.I wanted it to export add(f:i32, s:i32) ->i32 { f+s}It's supposed to add 2 numbers together, but when I put crate-type=['cdylib'] under the [lib] section of cargo.toml, the resulting DLL only exported rust_eh_personality?Can you please tell me what I'm doing wrong?It seems like it'd be really cool to make DLLS with Rust rather than C.Thanks!

URL: https://forum.audiogames.net/post/441292/#p441292




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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?

Oh! No I didn't. I had no idea about that sintax.I did some searches on Google, and it said nothing about that.Thanks a lot!

URL: https://forum.audiogames.net/post/441298/#p441298




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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.

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




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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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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?

2019-06-22 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: 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: 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: 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: 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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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: 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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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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