Re: hit a brick wall, head first

2018-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: hit a brick wall, head first @Nathan: BGT uses ENet under the hood, which is a C library. So if you are working in C you will easily be able to just import that and use its API. Everything else should be handled automatically for you.Kind regards,Philip Bennefall URL:

Re: hit a brick wall, head first

2018-02-07 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: hit a brick wall, head first @Nathan: Just to double check, did you open the port for incoming connections on the server? If you are using localhost for testing, there should generally be no issue there but it never hurts to double check. Another potential source of issues is

Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Interest in an open source vocoder library? This is not really game related as such so feel free to move it to a more appropriate place, but I am posting it here initially since it does relate to audio and development at least.A few weeks ago I wrote a little vocoder. It's pretty basic but

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? If I make some high level functions that operate on Wave files it would be possible to call those from BGT, but it would only be able to do offline processing. I'm sure there are plenty of similar things in Python if that is your environment

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Sure, all sorts of wrappers could be made including a VST plugin, a regular old dll, a command line application etc etc. I plan to have at least a command line application included in the repository if I do release the vocoder.Kind

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? I am not sure, it all depends on how much time I have available to mess around with it. If I do, it will certainly not look pretty.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/407684/#p407684 --

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? In this case it would be a float[] array with a single dimension, where the samples are stored in an interleaved fashion. For stereo that means the first float is the left channel of sample frame 0, the second float is the right channel of

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Yeah, that makes sense. I was thinking of doing a low level API where you simply pass it two streams of floats and get another stream back with the result, as well as a higher level API which allows you to feed it Wave files. With the low

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? A C API always has to give you a way to know the length of an array. Passing a pointer on its own like that, with no way to know how large the memory block needs to be, is a broken API. I will not be doing that Kind regards,Philip Bennefall

Re: Interest in an open source vocoder library?

2019-01-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? I have decided to go ahead and release the vocoder. I will make it public domain, under the Unlicense (http://unlicense.org). It will take a little while for me to prepare and clean up the code; stay tuned.Kind regards,Philip Bennefall URL:

Re: Interest in an open source vocoder library?

2019-01-27 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? The vocoder has now been released and can be found at the following URL:https://github.com/blastbay/voclibFor those just wishing to use it, I have built a Windows binary of the command line shell which operates on Wave files. It can be found

Re: Interest in an open source vocoder library?

2019-01-27 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? It is definitely possible to turn it into a dynamic library. I have not yet made a high level API for it though, so it currently only works on raw float arrays. If/when I do write the high level API it will be in a separate file, as to not

Re: WinRT, speech synthesis, and Windows adoption

2019-03-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: WinRT, speech synthesis, and Windows adoption Having developed on Windows for quite a few years, I suggest going for SAPI first to cover the largest user base and then implementing the WinRT stuff as an extra bonus - I don't know anything about the latter myself. When I implemented

Re: Interest in an Open Source MIDI File Reading Library?

2019-03-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an Open Source MIDI File Reading Library? @Post 9I addressed some of the differences between my library and some others in post 5. When it comes to portmidi and rtmidi, they are driver wrappers - not parsers. portmidi and rtmidi will let you talk to MIDI input and output

Interest in an Open Source MIDI File Reading Library?

2019-03-14 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Interest in an Open Source MIDI File Reading Library? Continuing my venture to release open source stuff, I was considering publishing a library I wrote a few years ago to parse standard MIDI files. It will not actually play anything, but will give you the individual events in the MIDI

Re: Interest in an Open Source MIDI File Reading Library?

2019-03-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an Open Source MIDI File Reading Library? Oh no, I didn't take it as an attack. Asking questions about the motivation behind a project is absolutely warrented.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/418944/#p418944 -- Audiogames-reflector

Re: Interest in an Open Source MIDI File Reading Library?

2019-03-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an Open Source MIDI File Reading Library? @Post 4:I had a look at the list, and I can see the following advantages for my library:* License. The libraries I saw there were either GPL, LGPL or BSD. They all require attribution which I don't like. I believe it is foolish to

Re: Interest in an open source vocoder library?

2019-02-07 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? I think I may have figured out why it was crashing. It was a build flag, nothing wrong with the actual code if I am not much mistaken. Please redownload the file from the link in the original post and try it again.Let me know how it goes!Kind

Re: Interest in an open source vocoder library?

2019-02-08 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Please try this link:https://www.dropbox.com/s/4xpxeoh9wrr07 … e.exe?dl=1Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/410322/#p410322 -- Audiogames-reflector mailing list

Re: Interest in an open source vocoder library?

2019-02-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Thank you! I'm really glad you like it! A VST will come, never fear. It's just a matter of time.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/411834/#p411834 -- Audiogames-reflector mailing list

Re: Interest in an open source vocoder library?

2019-02-17 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Thanks guys for all the positive feedback!@x0 Oh yes, I know that a VST can have more than two inputs - I just haven't taken the time to figure out how the SDK works yet. As for the modulator, right now it still has to be mono. In general I

Re: Interest in an open source vocoder library?

2019-02-14 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Hi Gabriel,That is odd. When I try what you describe, I get the following message as expected:Error: The carrier has 2 channels.The maximum allowed number of channels is 1.This restriction may be lifted in a future version.Do you get

Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Very nice result! Just two suggestions:1. You may want to lower the volume of the carrier a little, as there is currently some clipping going on.2. Perhaps use an envelope in the tone generator to make the changes less abrupt? It sounds a bit

Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Go for it. I'd be really curious to hear the results! Hearing what other people do with it is the whole reason why I enjoy making stuff like this open source.Kind regards,Philip Bennefall URL:

Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Sounds good to me.Are there any features that you think would be useful to add to the vocoder?Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/410977/#p410977 -- Audiogames-reflector mailing list

Re: Interest in an open source vocoder library?

2019-02-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? @Ethin There are two ways you could go with the VST, I would say:1. The simple approach where you do it entirely based on audio. You have one channel be the carrier and the other the modulator, like a stereo stream.2. Have the option of

Re: Interest in an open source vocoder library?

2019-02-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Hi Gabriel,Actually, I did it the other way around - I used a stereo carrier and a mono modulator. With the reverse configuration, I got the crash and it has now been fixed. You can download the shell from the following

Re: Interest in an open source vocoder library?

2019-02-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Hi all,I just released version 1.1 of the vocoder library and shell. The new version has support for stereo carriers, which means that the vocoder can now output stereo audio natively. I also made the shell automatically normalize the output

Re: Interest in an open source vocoder library?

2019-02-06 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? @gabriel-schuckFirst, what error are you getting? If you can reproduce the text of the error I will be able to help you figure out what the problem is.I thought about making a VST, and if I do it will definitely respond to MIDI as well. This

Re: Interest in an open source vocoder library?

2019-02-11 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? @Gabriel Awesome! I really like what you did with it. Just two quick comments:1. The carrier is still too loud; we're getting clipping. Lower the volume of it by about 4 or 5 dB. You can always normalize/compress it again afterwards.2. As

Re: Interest in an open source vocoder library?

2019-01-31 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Of course I would, if I could reproduce the reported crash. I cannot, which is why I am asking to see if anyone else has experienced it.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/408619/#p408619 --

Re: Interest in an open source vocoder library?

2019-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? @Ethin I just fixed a few warnings seen with MSVC about floating point conversions, but I don't get any warnings about uninitialized variables on level 4. I am using MSVC 2017 Community. What version are you building with?Kind regards,Philip

Re: Interest in an open source vocoder library?

2019-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? I wonder what different settings we might be using, then. I have warning level 4 enabled, with optimizations. I also use link time code generation.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/408843/#p408843 --

Re: Interest in an open source vocoder library?

2019-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? @Ethin Interestingly, I did not see those warnings when building with CMake using MSVC++ 2017. However, when invoking it directly I did receive those warnings and have now fixed them, both the ones in the shell and in the library itself.

Re: Interest in an open source vocoder library?

2019-02-02 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? You're absolutely right that we do need a VST, but I'm not sure I'll be the one doing it. If I'm lucky, someone else will pick it up and do a nice VST wrapper. If no one does, I'll do it. And no worries - I was not thinking of using

Converting Numbers to Words

2019-02-02 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Converting Numbers to Words I have been having fun making open source stuff recently, so decided to set up another repository where I put various libraries that are too small to have their own dedicated repository but that I still hope will be useful to some.To begin, I have added a

Re: branching out from bgt your help needed

2019-02-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: branching out from bgt your help needed Personally I use SDL2 for keyboard input, displaying my window, and any other input controls I might want like mouse or joystick. If I ever make a large scale game I will roll my own audio solution though. However, FMOD and Bass are good

Re: Interest in an open source vocoder library?

2019-01-31 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? No worries, I just thought I'd mention it.By the way, has anyone had issues with vocshell crashing? I got a report in another topic from a guy who says it crashes for him, but I have no further information yet. Has anyone else experienced

Re: Interest in an open source vocoder library?

2019-01-30 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interest in an open source vocoder library? Great that you're making wrappers, guys! Always fun to see.@ethin I think there's a bug in the process method in the C++ wrapper. You are declaring buf, which you use for the output, as an uninitialized pointer. It's not pointing to valid

Re: 0 vs. 1 with bgt arrays

2019-05-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: 0 vs. 1 with bgt arrays I have had several requests from people who want to buy the source code for BGT, but I have turned them down for various reasons which I shall not expand upon here. At this time I don't have any planned updates because I have neither enough time nor enough

Re: 0 vs. 1 with bgt arrays

2019-05-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: 0 vs. 1 with bgt arrays Hi all,For clarity, I shall paste part of a response that I just posted in another topic here.At this time I don't have any planned updates because I have neither enough time nor enough interest to dive back into it. As I stated in another topic a while back, I

Re: 0 vs. 1 with bgt arrays

2019-05-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: 0 vs. 1 with bgt arrays If the OP wants an initializer list, the syntax is:int[] my_list={1, 2, 3};Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/433197/#p433197 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: 0 vs. 1 with bgt arrays

2019-05-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: 0 vs. 1 with bgt arrays In any programming language, an array is empty if it has 0 items. 1 item, even if it is an array, constitutes a non-empty array. Is there something that you are testing that is not giving the result you expect? If so, please provide a short snippet that

Re: Making my game accessible with Jaws?

2019-05-04 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making my game accessible with Jaws? Oh I definitely agree that it would make sense for them to do it. I was just thinking back how it used to be when I first started coding. I started back in 2001, using _javascript_. It was a very different  beast back then compared to now.Kind

Re: Making my game accessible with Jaws?

2019-05-04 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making my game accessible with Jaws? In older games, say around 2004 when Jaws was pretty much the only widely used screen reader, there used to be a note in the game documentation to simply turn off the screen reader all the time. Outputting text directly through the screen reader API

Re: Making my game accessible with Jaws?

2019-05-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making my game accessible with Jaws? @nuno69 When I wrote BGT about 9 years ago, more or less everyone I knew was using Jaws so I ran into the exact same issue. It took me a while to figure out what to do.The function you need is from the win32 API and is called SetWindowsHookEx. The

Re: Making my game accessible with Jaws?

2019-05-04 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making my game accessible with Jaws? Yeah, the keyhook is not perfect. That's why I made it an optional feature in BGT, so that individual developers could choose to install it or not.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/431343/#p431343 --

Re: How to use a synthesizer speak library in c#

2019-08-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: How to use a synthesizer speak library in c# Sapi can also be made more responsive if you read the audio data into memory and then trim silence from the beginning of the speech. Many voices do not distinguish between a phrase break and the beginning of a new piece of text, so they

Re: JS, HTML, and logging?

2019-07-20 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: JS, HTML, and logging? You could have an array of strings, and specify a maximum number of elements that you want to store at a time. Each time you receive a new message, put it at the end of the array. If the array is one above the maximum allowed quantity, remove the oldest item.

Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net ForumDevelopers 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

Re: Reliability of packets?

2019-11-14 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Reliability of packets? The TCP vs UDP debate has been going on in the game development community for as long as the Internet has been used for gaming. Here is an interesting article on the subject.http://ithare.com/64-network-dos-and-do … dp-debate/It is part of a series, all of which

Re: Reliability of packets?

2019-11-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Reliability of packets? @10 The terms unreliable and reliable packets used in the BGT documentation came from the ENet library which is used under the hood. ENet uses those terms to distinguish between the pieces of data that had to be acknowledged and those that did not. Here's a

Re: Reliability of packets?

2019-11-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Reliability of packets? @15 No, BGT does not use TCP in the network object. It is a thin wrapper around ENet. ENet implements the connection/handshake on top of UDP.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/476850/#p476850 -- Audiogames-reflector

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic Sorry for the double post, but I would like to add something. I just double checked and I see that sha512 is indeed used by tls 1.3, but *only* for the RSA certificate signature scheme. The ChaCha20 poly1305 suite uses sha256. So I will

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic Sorry for the double post, but I would like to correct myself. I just double checked and I see that sha512 is indeed used by tls 1.3, but *only* for the RSA certificate signature scheme. The ChaCha20 poly1305 suite uses sha256. So I will

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic First, thanks for the response! To address your first point, OpenSSL is not installed by default on Windows, which is my primary operating system. I listed some reasons why I don't want to use OpenSSL in the beginning of the post.As a matter

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux That's what I was afraid of. it is not impossible, though. Flite from CMU is pretty lightweight and the newer Clustergen voices are of reasonable quality. I'll think about it, for sure.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/486033/#p486033

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic First, thanks for the response! To address your first point, OpenSSL is not installed by default on Windows, which is my primary operating system. I listed some reasons why I don't want to use OpenSSL in the beginning of the post.As a matter

Re: Encryption Protocol for Game Network Traffic

2019-12-17 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic @5 I have taken a second, even deeper dive into monocypher and I think I can switch to it without too much trouble. Using the low level primitives is something I would avoid regardless of what library I am using, so that was never my

Re: the best way to make random events happen in my python game?

2019-12-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: the best way to make random events happen in my python game? For chess and other so called "perfect information" board games, minimax used to be the most common approach plus a bunch of fancy additions. But nowadays, neural networks have shown to be far superior for such tasks, where

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux In my current framework, building for Linux is a no-brainer since I built it with cross platform support in mind from the start. Do we have any statistics on how many blind people use Linux as their primary OS?Kind regards,Philip Bennefall URL:

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux In my current framework, building for Linux is a no-brainer since I wrote it with cross platform support in mind from the start. Do we have any statistics on how many blind people use Linux as their primary OS?Kind regards,Philip Bennefall URL:

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux It looks like an interesting framework, though I have already spent a fair bit of time building up my own from scratch to suit my specific needs, so I think I will continue down that road for now. But I have no doubt this would be very useful for someone who wants to

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux @13 The project I am working on at the moment is not an open source library, it is something very different and will be closed source. My making an open source game in the future is not out of the question, but is not in the pipeline as of yet.Kind regards,Philip

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux The only thing I have not figured out yet is the speech synthesis part. I need to send the audio to a memory buffer, not just play it through the default method that the particular speech engine happens to provide. I have this working on Windows and I found some sources

Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Encryption Protocol for Game Network Traffic For the last little while, I have been doing research into how to do encryption properly for networked traffic in my future games. I could use OpenSSL/tls and call it a day, but I wanted to roll my own for a few reasons:1. OpenSSL is a large

Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-24 Thread AudioGames . net ForumDevelopers 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

Re: bgt, sorting number array from least to gratest

2019-10-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: bgt, sorting number array from least to gratest Be careful with doubles. They are not exact, they are approximate. Not all decimal numbers can be represented in a double, so you will get rounding errors etc. Use integers when you have no decimals, and use floats and doubles when you

Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers 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 --

Re: Blastbay Studios Open Source Libraries

2019-10-29 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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 -- Audiogames-reflector mailing list

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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:

Re: Some BGT internals questions

2019-10-23 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions Since I don't support BGT anymore, spending the time making it possible to interoperate with it would not really make sense in terms of productivity. I want to encourage people to move away from BGT, not to hold on to it and making it easier to do so by

Re: bgt, sorting number array from least to gratest

2019-10-23 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: bgt, sorting number array from least to gratest That's what you get if you sort strings. You need to get it into an array of integers, or an array of classes where you overload the comparison operators using the opCmp method.Kind regards,Philip Bennefall URL:

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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:

Re: Some BGT internals questions

2019-10-22 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions I do know about tiny-aes, but that's not what's being used. The encryption stuff was implemented in 2008, long before tiny-aes was available.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/470088/#p470088 -- Audiogames-reflector

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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,

Re: Some BGT internals questions

2019-10-22 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions Without going into all the details, here's some brief information. I did not actually write the encryption code, that was work made for hire. I was not familiar enough with encryption at the time, about 11 years ago, to feel confident enough to take a stab

Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers 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,

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers 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

Re: Some BGT internals questions

2019-10-22 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions There is a very short header prepended to the string so that the decryption function can verify whether decryption was successful or not. That's why you get two blocks.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/470061/#p470061

Re: Some BGT internals questions

2019-10-22 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions There's also libtomcrypt, which is a rather lightweight and modular option if you are prepared to figure out which source files you can exclude.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/470102/#p470102 --

Re: Some BGT internals questions

2019-10-22 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions Because it was written at a time when I myself was learning C++, when I was about 17 - 18 years old and is certainly not a good example of how to write good code. It worked OK, but is not something I would like to have out there in source code form.However,

Re: Some BGT internals questions

2019-10-23 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions I don't think so. I'm sorry. If you want to implement encryption, pick up Libtomcrypt if you are comfortable in C, or Crypto++ if you are more of a C++ person, and you'll be well on your way.Kind regards,Philip Bennefall URL:

Re: Some BGT internals questions

2019-10-23 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Some BGT internals questions You can use BGT itself to decrypt data if you really need to, so I think that should be enough to maintain older projects to the extent that it is warrented. I don't have any interest in publishing all the details at this time, as I don't really see any

Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers 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

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