Re: The Synthizer Thread

2021-03-13 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hey @Camlornwhere does the docks cover how for example, To give a sound x and y and z values? For example i have an object that is 3 x, And 2 y and has 4 z values, How to let the sound work with those? So for example when being in those x y z value ranges it doesn't pan away and such, Sorry if the question is stupid but it's my first time dealing with a audio library directly so i don't know what namings are.

URL: https://forum.audiogames.net/post/622451/#p622451




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Re: The Synthizer Thread

2021-02-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Yeah, read the manual.  It exposes a C API.  If you don't know how to use C APIs from C++, though, you should probably either come back once you've learned a lot more C++ or use a different language.But seriously yes, will everyone please start reading the manual before asking something?  I don't mean just one section of it either.  I put a lot of time into it for a reason.

URL: https://forum.audiogames.net/post/617677/#p617677




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Re: The Synthizer Thread

2021-02-22 Thread AudioGames . net Forum — Developers room : Turret via Audiogames-reflector


  


Re: The Synthizer Thread

Synthesizer exposes a C API. I would recommend reading the documentation.

URL: https://forum.audiogames.net/post/617590/#p617590




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Re: The Synthizer Thread

2021-02-22 Thread AudioGames . net Forum — Developers room : Leos via Audiogames-reflector


  


Re: The Synthizer Thread

@camlorn, Can i use this in C++? Do i have to do something for it to work?

URL: https://forum.audiogames.net/post/617580/#p617580




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Re: The Synthizer Thread

2021-02-21 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

No. No ogg. Ogg won't happen for a long time, if ever.  If you need it and aren't willing to convert, use something else.

URL: https://forum.audiogames.net/post/617322/#p617322




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Re: The Synthizer Thread

2021-02-21 Thread AudioGames . net Forum — Developers room : x0 via Audiogames-reflector


  


Re: The Synthizer Thread

Sorry, I haven't been keeping up to date with all the git history. Do we have support for more lossy formats like ogg vorbis/opus?

URL: https://forum.audiogames.net/post/617320/#p617320




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

yeah. So every sound outputs roughly between -1 and 1 if it's a very loud sound.  Audio is supposed to be between -1 and 1.  If you have 400 loud sources it will be between -400 and 400.  This is, obviously, a problem.There are things that can be done about this.  I'm betting that bass silences other sounds when there's too many and you don't notice because of how many there are.  The library could also lower the volume.  But all of these things are noticeable.In terms of CPU though, 400 sounds should be fine and if it's not then that maybe needs optimization.  if changing the gain doesn't help, see what task manager says the CPU usage is, and tell me both that and the number of cores in your machine.

URL: https://forum.audiogames.net/post/617079/#p617079




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

it's around 400 or so, But true, I shouldn't spam it that way, Anyway my intention wasn't spamming the library, I did that to test another thing and i got that result so just thought to tell you about it because thought that it may be importint, Also, I remember this happening a bit when like 70 sounds or so are playing, For example am fighting someone with a machinegun that fires a bullet every 70 milliseconds, But will try lowering the gain and tell you if that issue still exist with low numberings.

URL: https://forum.audiogames.net/post/617044/#p617044




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

How many sounds exactly?  If it's actually thousands or so I'm not interested in fixing this case and you should use the library properly by not intentionally overloading it.  You're either getting clipping because you're playing too many sounds or you're using too much CPU.If it's a smaller number then try lowering the gains on things and see if that fixes it.

URL: https://forum.audiogames.net/post/617042/#p617042




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

no, When i were using bass that problem didn't come at all, Sure, Audios may sound weird because they are too much, But they glitching the main audio thing? No, That didn't happen, Though still, Maybe am doing something wrong but whatever i do still causes the same thing.

URL: https://forum.audiogames.net/post/617035/#p617035




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

hey @mohamed, it happens even in every thing. an example is on mason's sb, i sponned 1 like enimys and audio got glitching like this. so i think it's a common problem

URL: https://forum.audiogames.net/post/617027/#p617027




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hi @camlorn, Just found an odd issue, Not sure why this happens, But when i get too many sounds playing at once, The audio starts glitching, An example of it can be foundHere

URL: https://forum.audiogames.net/post/617017/#p617017




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Re: The Synthizer Thread

2021-02-20 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hi @camlorn, Just found a odd issue, Not sure why this happens, But when i get too many sounds playing at once, The audio starts glitching, An example of it can be foundHere

URL: https://forum.audiogames.net/post/617017/#p617017




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Re: The Synthizer Thread

2021-02-16 Thread AudioGames . net Forum — Developers room : masonasons via Audiogames-reflector


  


Re: The Synthizer Thread

Hi @392,I can answer your question about setting the t60. The way you would do it is this.Say your reverb is called verb.verb = synthizer.GlobalFdnReverb(context)You can set the t60 of the reverb like so:verb.t60=1.5Then, you can route a sound through your reverb:context.config_route(some_source, verb)Hope this helps!

URL: https://forum.audiogames.net/post/616149/#p616149




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Re: The Synthizer Thread

2021-02-16 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

T60 is a property in the property table that you set like any other property, which should have been covered in the tutorial. For things like max distance see the chapter on 3D panning, as well as the properties on source and context related to distance model.

URL: https://forum.audiogames.net/post/616147/#p616147




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Re: The Synthizer Thread

2021-02-16 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hey @camlorn, Sorry if this question has been asked before or already exists in the docks, But i read the FDNReverb chapter and am really confused about something, When you set the reverb time, Which from what i understood, Is that you set it from something called T60, However i don't really get how can i set it, Is it a function? Or a something value i set?Also, Another question, If i want a source to has something like a minimum and maximum x and y and z, Is there a way to do that? Or not yet?Again, Sorry if those questions has been asked and ansered before.

URL: https://forum.audiogames.net/post/616133/#p616133




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Re: The Synthizer Thread

2021-02-16 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hey @camlorn, Sorry if this question has been asked before or already exists in the docks, But i read the FDNReverb chapter and am really confused about something, When you set the reverb time, Which from what i understood, Is that you set it from something called T60, However i don't really get how can i set it, Is it a function? Or a something value i set? Again, Sorry if this has been asked and ansered before.

URL: https://forum.audiogames.net/post/616133/#p616133




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Re: The Synthizer Thread

2021-02-13 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

nice to see this camlorn. thanks

URL: https://forum.audiogames.net/post/615420/#p615420




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Re: The Synthizer Thread

2021-02-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

I've just pushed Synthizer 0.8.10 with the long-awaited HRTF improvement.  When I listen to it and the Aureal 3D demo side by side they sound about the same.  If you have feedback/problems, please report them here and I'll get to them as soon as I can.This may not be good enough, but it's at least way better with respect to not introducing artifacts, I've explicitly got a lowpass on things behind you, and so on.  Elevation works as well as it ever has in any HRTF, which is to say not super well, but better than previously for Synthizer, which is to say not at all.I'll see about a demo at some point but that was actually something like a 9 hour continuous coding session to get it done so I'm totally not playing with Virtual Audio Cable for a while.

URL: https://forum.audiogames.net/post/615389/#p615389




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

oh yes camlorn. sorry, i din't notice python examples. it's more then enough, again, i give you a huge thanks from my side for your wonder full on going work. please keep it up

URL: https://forum.audiogames.net/post/614356/#p614356




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

oh yes camlorn. sorry, i din't notice python examples. it's more then enough, again, i give you a big thanks from my side for your wonder full on going work. please keep it up

URL: https://forum.audiogames.net/post/614356/#p614356




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

oh yes camlorn. sorry, i din't notice python examples. it's more then enough, again, i give you a bit thanks from my side for your wonderfull on going work. please keep it up

URL: https://forum.audiogames.net/post/614356/#p614356




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

That's issue 28.  But also see bindings/python/examples, and if you need it from C you can just read the manual which contains a section on effects already.Or read the Python bindings, or Earwax, or whatever else.  In general if you're going to need tutorials for everything you should wait until 1.0.  In practice the API is simple enough that you should be able to work it out on your own and documented enough that the edge cases are covered, but I don't have the time to fully document Python and fully document C so yes, you'll have to put pieces together yourself.

URL: https://forum.audiogames.net/post/614350/#p614350




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

and yes, i have to have a toor on synthizer docs once, and camlorn, can you write an example describing effects like echo? in python and c if you can

URL: https://forum.audiogames.net/post/614349/#p614349




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

There'll be some filters before 1.0 but you don't need an equalizer for a game.

URL: https://forum.audiogames.net/post/614348/#p614348




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : Turkce_Rap via Audiogames-reflector


  


Re: The Synthizer Thread

@camlorni will be very happy if You can add this equaliser and bass functions  i m stucked at building bass and eq functions.

URL: https://forum.audiogames.net/post/614345/#p614345




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : Turkce_Rap via Audiogames-reflector


  


Re: The Synthizer Thread

@by camlorni will be very happy if You can add this equaliser and bass functions  i m stucked at building bass and eq functions.

URL: https://forum.audiogames.net/post/614345/#p614345




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

The thing that lets you read buffers from memory will technically let you do it, once it's implemented.  Also see this issue.There's some room for being able to generate audio, but I'm not going to go crazy with it because the point of the library isn't generating audio.  If you want to play with writing synthesizers or something, I recommend looking into csound or faust.After 1.0, there will be some components for e.g. playing a sound that repeats on an interval, which is different from looping because the interval needn't match the buffer and they can overlap.  And probably one for triggering it without building a generator.  I don't know what other pieces.  On the one hand yeah it's a game library, but on the other hand audiogames wanting to do stuff like build radars means there's at least *some* room for those pieces.  But I haven't scoped any of it, and any asks right now are going to be answered with "ask again in 3 months".

URL: https://forum.audiogames.net/post/614334/#p614334




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: The Synthizer Thread

There are already noise generators in Synthizer AFAIK, and you can do such things already with the help of some toolkits like numpy or scikit, although you'd have to save it to disk in the end and play it back via Synthizer that way.I don't know Camlorn's plan here, but that doesn't seem to be in the scope of a game audio library, thus it might be at low priority, if it is considered at all.

URL: https://forum.audiogames.net/post/614263/#p614263




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : Capunzo via Audiogames-reflector


  


Re: The Synthizer Thread

Hi, is there plans to implement the possibility to create sounds from scratch?I mean not taking audio from a prerecorded audio file but generate it directly with matematical waveform, formulas and ADSR for volume and filter controls.Thanks.Gabe.

URL: https://forum.audiogames.net/post/614248/#p614248




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Re: The Synthizer Thread

2021-02-10 Thread AudioGames . net Forum — Developers room : Capunzo via Audiogames-reflector


  


Re: The Synthizer Thread

Hijacker wrote:Would you consider reading the documentation please?see hereIt explains everything, the current state (see release notes), as well as the python bindings (they're called synthizer btw).Thank you Hijacker.My apologize but I couldn't read all the thread in forum and I've missed the URL for documentation.Thanks to have reported it under my attention.

URL: https://forum.audiogames.net/post/614243/#p614243




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Re: The Synthizer Thread

2021-02-08 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

The docs are definitely something I encourage everyone to read first, but basically I expect everything that currently exists to work, there will be one or two more C-level API breakages that shouldn't affect Python users much, and I encourage people to use it.  Think relatively stable beta, but where new features might be buggy for a release or two after they happen.  Fortunately I have enough users that bugs get found quickly.

URL: https://forum.audiogames.net/post/613809/#p613809




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Re: The Synthizer Thread

2021-02-08 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: The Synthizer Thread

Would you consider reading the documentation please?see hereIt explains everything, the current state (see release notes), as well as the python bindings (they're called synthizer btw).

URL: https://forum.audiogames.net/post/613802/#p613802




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Re: The Synthizer Thread

2021-02-08 Thread AudioGames . net Forum — Developers room : Capunzo via Audiogames-reflector


  


Re: The Synthizer Thread

Hi All.Can somebody resume for me what is the current state of Synthetizer? Is there available the wrapper for Python and how is it called? Thanks.

URL: https://forum.audiogames.net/post/613792/#p613792




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : masonasons via Audiogames-reflector


  


Re: The Synthizer Thread

Hi Camlorn,I've gone ahead and opened the issue.

URL: https://forum.audiogames.net/post/612900/#p612900




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Open an issue against GitHub please. I also need to know how short the files are in samples and how low pitch_bend can go before it begins to break.

URL: https://forum.audiogames.net/post/612894/#p612894




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : masonasons via Audiogames-reflector


  


Re: The Synthizer Thread

Hi Camlorn,I'm having issues with certain sounds, and I'm not sure when this started because I've only just now started noticing it. But when I set the pitch of shorter flac sounds that aren't looping, the sounds seem not to play, and instead emit a buzzing sound instead of the sound in question. I'm loading the sounds with a buffer and a generator, like normal. Other longer and or looping sounds play just fine, and I can't seem to find any rhyme or reason to why these sounds do not play, but I can tell you that if the pitch is 1.0, or normal, they play, else they just emit the buzzing sound I've just described.

URL: https://forum.audiogames.net/post/612881/#p612881




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Mp3 is fine.  I need a much better justification than making something small be smaller.  This is something like the single lowest priority thing in the entire library.  If you're ending up with huge Mp3s, try a different encoder such as ffmpeg, encoding at a lower bitrate, and/or encoding as variable bitrate.  I have a copy of every Legend of Zelda soundtrack up to Wind Waker as high-quality mp3 and it's under a gig.  Everyone is fine with Swamp which uses wav.People really need to consider the following.  I get two things from what appears to be primarily new programmers.  1: can we have custom buffers? I can't download to a temporary file and/or think audio DRM is doable.  2: when is ogg happening?  I try to be professional about this project, but come on.  I get a day or two a week at most where I've got enough uninterrupted time to code on it, and you can easily live without both features.  I have received exactly one good reason to prioritize custom buffers, and exactly zero good reasons to prioritize ogg.  I'm not saying no, but doing these eats valuable time when I don't have much time to begin with.  Custom streams/in-memory buffers will happen before 1.0, but don't hold your breath for ogg.

URL: https://forum.audiogames.net/post/612799/#p612799




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

my big reason is that i want to use ogg is not because converting is hard, Reason is file size, Mp3 and wav and flac are fucking huge, So am guessing if i converted them i will get my sounds folder from 29 mb to like 150 mb, And that's not good at all.

URL: https://forum.audiogames.net/post/612769/#p612769




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

You're a programmer.  You can also do ogg->mp3 conversions in about 5 lines of bash or about 20 lines of Python,assuming you have ffmpeg.  I don't have the "here's how you strip a file extension and replace it" bash magic memorized anymore, but you just have to arrange for ffmpeg -i myfile.og myfile.mp3 to run over all your files.  It's really not that big a deal, so much so that if this sounds hard you're probably not ready to write games.  As  a starting point I think the following bash works as long as you don't mind ending up with .ogg.mp3, but I'm typing it offhand:for i in $(find .); do
ffmpeg -i $i $i.ogg
doneThere is a small modification of that that will get the filenames right, but you can also automate this in 30 minutes or less with Python using the glob and subprocess modules, and I don't feel like digging through the bash manual to find it for you.Ogg isn't going to happen anytime soon because reasons.  See issue #37.  The long and the short of it is stb_vorbis is so unmaintained that I don't trust it, and if we want dr_vorbis (or is it dr_ogg, I forget) I'll probably have to sponsor him as in with real money, or something.  Eventually there will probably be optional dependencies requiring binary attribution, literally just to cover this case, but I need a much better reason than "converting my files is hard" or "but listening tests that don't matter once you're playing more than one sound at a time or outside the lab on consumer-grade audio gear show ogg is better".

URL: https://forum.audiogames.net/post/612757/#p612757




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : Meatbag via Audiogames-reflector


  


Re: The Synthizer Thread

@369 converting your files is the simplest thing to do, import them all into audacity, then export them as mp3, there is an option for that called "export multable"

URL: https://forum.audiogames.net/post/612729/#p612729




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: The Synthizer Thread

as far as i know, nope it does not at the moment. you'd have to convert them all to MP3 or WAV or FLAQ

URL: https://forum.audiogames.net/post/612714/#p612714




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hello, @Camlorn, Does synthizer support .ogg yet? I want to switch the game i am doing's main audio system to synthizer but i use too many ogg files and converting them will sure be a lot of work to do, So does it support it or do i need to switch them to something else?

URL: https://forum.audiogames.net/post/612711/#p612711




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Re: The Synthizer Thread

2021-02-04 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: The Synthizer Thread

hello, @Camlorn, Does synthizer support .ogg yet? I want to switch the game i am doing's main audio system to synthizer but i use too many ogg files and converting them will sure be a lot of work to do, So does it support it or do i need to switch them to something else?Also, Is URL streaming planned in this? I mean something like bass's URL streamer? Or it's not?

URL: https://forum.audiogames.net/post/612711/#p612711




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Re: The Synthizer Thread

2021-01-31 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

i wish custom buffers feature comes very soon.thanks for your on going work camlorn. it really helps a lot

URL: https://forum.audiogames.net/post/611714/#p611714




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Re: The Synthizer Thread

2021-01-31 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: The Synthizer Thread

@366, ah, I understand now. Thanks for that clarification.

URL: https://forum.audiogames.net/post/611689/#p611689




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Re: The Synthizer Thread

2021-01-31 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

My bitset can determine the first unset bit without having to iterate all the bits.  As far as I know the built-in one can't, or at least when I originally wrote mine it couldn't.Anything C++20 is off the table because compiler support lags.  In general, you can't use C++ standards for 2-3 years after they're finalized.  At the moment compiler support is iffy, especially in Visual Studio.  Once that's finalized you then have to wait for the old Linux distros to not be relevant anymore so that default versions of gcc and clang come along for the ride.  I only use C++17 for that reason.std::string_view might or might not be useful but I haven't learned it.  I think Synthizer does stuff with strings in something like all of 3 places and only one of them does anything more advanced than pass it into a map or somesuch.  So there's no point.  Also I think a lot of that is newer than C++17, though maybe it's not.  Const references as a general pattern are the C++ way to avoid copying but pretend you have a copy, in the sense that if you decide not to pass it on to a third thing, no copy is actually made.  So e.g. if there's an error it's free.  Things like string and vector probably can't be elided, so it's quite the performance cost to take them by value.

URL: https://forum.audiogames.net/post/611688/#p611688




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Re: The Synthizer Thread

2021-01-31 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: The Synthizer Thread

I might've asked some of these questions before, sorry if I have. But I've noticed a couple things:1. You implement a custom bitset class. What's the rationale for this when C++ already has a bitset class in ?2. You use const std::string references. How is this better than std::string_view?3. In your bitset class you use the __builtin_popcount (as well as __builtin_ctz). C++20 adds the  header which adds various bit manipulation functions, see this. I think that it might be better to switch to these functions since they aren't architecture specific whereas the __builtin_* functions are, if I'm not mistaken, architecture specific.These are primarily curiosities of mine; it just seems like your reinventing the wheel in these cases and I'm curious why.

URL: https://forum.audiogames.net/post/611680/#p611680




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Re: The Synthizer Thread

2021-01-31 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@363This is brilliant!! Thank you.I'll get onto fixing up Erawax's sound system (again) tomorrow.Thanks again. Looking forward to the new HRTF improvements.

URL: https://forum.audiogames.net/post/611594/#p611594




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Re: The Synthizer Thread

2021-01-31 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Just pushed 0.8.8.  Been a while since the last release, but that's because I give you a event system.  You can also now set panner_strategy on Context to set the default for new sources.Docs are thin on the event system because there's going to be enough changes in the C API in 0.9 that I'll have to rewrite half of it.  Nothing much should change for Python users, though.  Also, as the manual says it's alpha quality.I suspect that mostly this will get used by the various Python engine efforts rather than you directly, but we shall see.The next thing is fixing the HRTF normalization scripts and bringing that up to par with what it should be.

URL: https://forum.audiogames.net/post/611586/#p611586




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Re: The Synthizer Thread

2021-01-14 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

The only db to scalar algorithm that exists is the one in the Python example.  You should only be converting DB to gain anyway.  before you ask, the reason Synthizer doesn't offer functions for it is because the FFI overhead is more expensive than just pasting the math.  You can grab the algorithms off Wikipedia for decibel, or from include/synthizer/math.hpp.  They're like 1 line, but I don't have them memorized because they're almost never useful in practice.  Specifically, does a -3db signal + a -3db signal clip? Who knows! Better convert to scalars and add them and then convert back to find out.I will get to all the bugs when I can.  Please open tickets against the repository rather than reporting here.

URL: https://forum.audiogames.net/post/606815/#p606815




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Re: The Synthizer Thread

2021-01-14 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

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

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




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

No, I can't.  If I do that, it takes lots of other potential future applications off the table, and for some files, you can't know without decoding the whole thing.You don't reliably get sample-accurate seeking with streaming generator anyway, and I have no idea what you're trying to do to need this.  I feel like you're trying to use the library for things it's not meant for, or in ways that fight the design.

URL: https://forum.audiogames.net/post/605510/#p605510




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

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

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




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Yeah, that's because I'm an idiot and forgot to deploy the docs.

URL: https://forum.audiogames.net/post/605499/#p605499




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

Sorry for the double post, but when you say the Synthizer release notes, do you mean [url="" link[/url]? Only there doesn't seem to be as much information on there as your post implies.I also tried looking at the release on GitHub, but not much on there either.Cheers,

URL: https://forum.audiogames.net/post/605497/#p605497




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@355Great stuff, thanks mate.Going to have me a peruse now!

URL: https://forum.audiogames.net/post/605494/#p605494




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Ok. Decoding performance is now 2x better.  And for anyone else not following along, everything you'd expect to be pausable can be paused and everything you'd expect to have a gain has a gain.  Also some other changes, you'll want to read the release notes.The specific problem with decoding is to do with resampling. If you resample your content to 44100 HZ it will run way faster.  I'm not sure if I'm going to document/maintain that guarantee, but on top of the performance improvement we just got it's another 5x or so.The decoding improvements currently only apply to buffers because they're experimental-ish.  And because they're experimental-ish, if you can notice degraded audio quality, say something.  For further improvement I may need to fork a library, but I'm trying to avoid that so hopefully this is good enough.Not sure if I'll get to investigating StreamingGenerator or not this weekend, but I'll try for it.  Events will also be a thing in a week or two for anyone waiting on that.

URL: https://forum.audiogames.net/post/605478/#p605478




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Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Ok. Decoding performance is now 2x better.  And for anyone else not following along, everything you'd expect to be pausable can be paused and everything you'd expect to have a gain has a gain.  Also some other changes, you'll want to read the release notes.The specific problem with decoding is to do with resampling. If you resample your content to 44100 HZ it will run way faster.  I'm not sure if I'm going to document/maintain that guarantee, but on top of the performance improvement we just got it's another 5x or so.The decoding improvements currently only apply to buffers because they're experimental-ish.  And because they're experimental-ish, if you can notice degraded audio quality, say something.  For fuerther improvement I may need to fork a library, but I'm trying to avoid that so hopefully this is good enough.Not sure if I'll get to investigating StreamingGenerator or not this weekend, but I'll try for it.  Events will also be a thing in a week or two for anyone waiting on that.

URL: https://forum.audiogames.net/post/605478/#p605478




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Re: The Synthizer Thread

2021-01-07 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

I will look into streaming generators, though they haven't been touched much since originally implemented.  WAV decoding is simple.  That's why I am surprised that it is slow, and will be looking into it in the very near future.  The curse of having a dayjob and developing the library is that until the library is complete, you can't move on to using the library, so it's a shame this wasn't brought to my attention sooner.  I think the most that has been said is "can you do complicated partial loading thing" but that's different from "I think wav loading is 10 times slower than it should be".

URL: https://forum.audiogames.net/post/605105/#p605105




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Re: The Synthizer Thread

2021-01-07 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

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

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




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

@351At this point, you testing isn't of much value.  In practice, I don't even need a directory of files anyway.  Just testing one should be good enough.

URL: https://forum.audiogames.net/post/604558/#p604558




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@348Ha! And there was me just living with it.Want me to test with a directory of MP3 files too? Or do you have the data for your own tests?

URL: https://forum.audiogames.net/post/604557/#p604557




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Buffered I/O is something else to do with making sure that the disk isn't asked to perform a bunch of small reads.  I will not be getting into partial decoding of buffers and then the rest magically appears because no one else does this and you really, truly can't do it reliably. I can identify at least 2 sure-fire wins and potentially 2 more wins that I can probably code in a Saturday, and 1 more potential win after that that will take a bit longer.  If it's still somehow too slow after all of that, I will revisit the situation.

URL: https://forum.audiogames.net/post/604537/#p604537




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: The Synthizer Thread

buffering is the key here. MP3 decodes fine if you're buffering in parallel to playing. When decoding the entire file before even returning to the main loop however, MP3 tends to be very slow compared to OGG or OPUS, not to speak about the lossless formats. You're currently decoding the entire file when loading it, thats why it really takes some time to load things up. Games like Manamon with about 250 to 300 MB raw sound files encoded in MP3 might actually take quite a while (i'd guess 15 to 20 seconds) to decode, especially if we're talking about hundreds of files instead of just 10 here. Thats what makes OGG IMHO better than MP3 for games, although the decoder speed might be kinda comparable, the encoder speed is just messed up in MP3, that thing takes ages, due to not being properly multithreaded at all.

URL: https://forum.audiogames.net/post/604533/#p604533




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

@347Yeah this is an almost-bug.  Wave files should be almost as fast as your disk can read data.  It should be like 10 seconds at most, single-threaded. I will find/make a test corpus and look into this once I bring other projects to rest.  I suspect there's going to be some easy win somewhere that makes this way better.

URL: https://forum.audiogames.net/post/604524/#p604524




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@344Great info, thank you. I'll start work on it now.Please don't worry about my directory. I was stress-testing, with the idea that conceivably, loading all the sounds for a given level might be time-costly.The directory I was testing with is 1.3G of wave files, so intentionally stupidly large. Fasted I decoded it in was 78 seconds.

URL: https://forum.audiogames.net/post/604507/#p604507




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

yeah, that's probably not right.  I'll look into this.  I don't know specifically how MP3 compares to ogg, but it decoded fine on iPod nanos from 10 years ago, so it should probably be faster than that.  My bet is that I need to buffer I/O or something.

URL: https://forum.audiogames.net/post/604501/#p604501




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: The Synthizer Thread

I encountered rather high decoding time as well, but I was under the impression that this is one of the downsides of MP3, AFAIK the decoders and encoders are really slow when comparing it to e.g. OGG. For example, when feeding a 6 minute long MP3 to Synthizer, I can already notice the lag until the sound is finally ready to play. I can go ahead and time it if you like, although i'm pretty sure that its easy to reproduce with just a longer MP3 file as well. Didn't try plain wav/flac though yet.

URL: https://forum.audiogames.net/post/604496/#p604496




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Synthizer will eventually let you tell it approximately how much memory to use.  For your reference it's channels*length_in_samples*2 for the approximate amount used by a buffer.AN LRU cache is a least recently used cache, which can tell you which item was least recently used.  If you're going to cache buffers, you need an eviction strategy that can release buffers if/when the cache gets too full.  So it's something like track the bytes the cache uses and start dropping the least recently used entries off the back.  LRU caches are a common need and you should be able to just find a library for it.Don't expect any of this in Synthizer before 1.0.  At the moment, unless it's a bug or very small, it's not happening unless it's in the GitHub milestone already.  But I will put it there as getting all of this right is subtle, and Synthizer internally has some more flexibility than I will ever expose in the public API. Plus performance, of course.But out of curiosity, how big is your directory?  I am very surprised that you're taking 86 seconds single-threaded and 31 seconds multithreaded.  This doesn't exactly sound like a bug given that it works, but I would have expected that to be much faster so maybe I need to work on it.  Eventually there'll be benchmarks and stuff but that hasn't happened yet.

URL: https://forum.audiogames.net/post/604481/#p604481




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@342That's great, thank you. If Synthizer is going to cache for you, would it be possible to tell it how much RAM you'd like it to take up, either as a percentage, or in bytes?That way you could let users with less RAM tell Synthizer to cache only say 100 MB worth of data, and users with 64 GB cache up to 16 GB. If the limit was hit, Synthizer could then remove the least-accessed (or oldest) asset.When you say about this RLU cache, do you mean I should calculate file sizes? Or is there a way to get the size of a buffer in terms of Synthizer RAM usage?

URL: https://forum.audiogames.net/post/604457/#p604457




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Synthizer's thread safety guarantee is that all calls into synthizer are threadsafe unless otherwise documented, so it's fine, yes.  The Python bindings don't have cases where a python call is more than one C function, so you should be good to have all sorts of fun.You won't need that thread pool trick yourself long term as Synthizer is going to add it.  But that's a ways off, so you'll want to implement this right.  To do so, you need something called an LRU cache, and to compute the size of the cache as you add to it so that you can keep the decoded assets under an estimated target ram usage.  I would also suggest limiting the thread pool to max(cores/4, 1) which may seem surprising, except that most things for reporting cores will report double the cores the machine actually has due to hyperthreading.  Idk how far you want to go with this yourself, but the Synthizer plan was to allow hinting: you say "I think I'm going to need this asset in the near future", it starts decoding in the background, if you need it before it's done then it blocks on the decoding finishing.

URL: https://forum.audiogames.net/post/604442/#p604442




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

So I was considering loading buffers with Python's ThreadPoolExecutor class.Is that OK? Or are buffers not thread safe? I'm loading everything else in the main thread.I've ran some tests, and I can load a large directory in 31 seconds or so, rather than 86. It slows my computer to a crawl, but it would be optional behaviour.Thanks in advance.

URL: https://forum.audiogames.net/post/604434/#p604434




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Re: The Synthizer Thread

2021-01-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

So I was considering loading buffers with Python's ThreadPoolExecutor class.Is that OK? Or are buffers not thread safe? I'm loading everything else in the main thread.Thanks in advance.

URL: https://forum.audiogames.net/post/604434/#p604434




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Re: The Synthizer Thread

2021-01-04 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

@339Yeah, but I have reservations about that still frankly, being as there are outstanding fixes for it from months ago.  It is hard for me to be excited about taking a dependency on stb_vorbis but also we forked it when it's apparently easy to break and not getting quick maintenance.  The only reason it's still in the running at the moment is that I know BGT used it (strange as that is to say, but BGT's audio worked well enough for lots of people).I didn't realize you were still hoping for this to be done in the near future, but I probably won't put it in 1.0.  There's enough instability in the library that I am really not thrilled by the idea of adding more until after Synthizer gets used in a larger project or something like that.  Again, we have MP3.  Maybe dr_mp3 will prove to be unstable or something but it hasn't yet, and I've gotten quick fixes from mackron before.  I may consider sponsoring him to finish dr_vorbis further along, we'll see.

URL: https://forum.audiogames.net/post/604236/#p604236




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Re: The Synthizer Thread

2021-01-04 Thread AudioGames . net Forum — Developers room : thggamer via Audiogames-reflector


  


Re: The Synthizer Thread

You can check the OGG support status on this issue ( https://github.com/synthizer/synthizer/issues/37 ), where I'm tracking it.In summary, the OGG decoder is implemented, but at the moment though stb_vorbis has a bug that makes it unable to load some files. There have some pull requests on the upstream stb_vorbis repository but they haven't been merged yet so the pull request for the OGG support in Synthizer needs to wait until this is resolved.

URL: https://forum.audiogames.net/post/604233/#p604233




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Re: The Synthizer Thread

2021-01-04 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: The Synthizer Thread

No, i am not in to ogg, i was just asking, because i need to know if i need to convert the sounds or not, but thanx for the information

URL: https://forum.audiogames.net/post/604167/#p604167




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Re: The Synthizer Thread

2021-01-04 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

No, it doesn't, and it won't for a while because it turns out that stb_vorbis is broken at the moment and potentially very lame.  But it does support MP3, so just go use that instead.Not sure why people are so attached to ogg to be honest.  MP3 is patent free these days.

URL: https://forum.audiogames.net/post/604164/#p604164




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Re: The Synthizer Thread

2021-01-04 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: The Synthizer Thread

Hi all, does synthizer support ogg formats in the latest version?

URL: https://forum.audiogames.net/post/604161/#p604161




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Re: The Synthizer Thread

2020-12-22 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@334Haha, that's fine mate.Honestly, my use was suspect at best, and will be replaced with something better after today.Thank you again for your ongoing hard work. It's really appreciated.

URL: https://forum.audiogames.net/post/600959/#p600959




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Re: The Synthizer Thread

2020-12-21 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Yeah, it's in the release notes.  I had to yank the ability to read object properties because insert essay about how shared_ptr isn't a trivial layout type and something something something spinlocks that results in reading them possibly causing audio glitching.Seriously, there are things man was not meant to know, and the subtleties of lockfree and waitfree programming for hard realtime requirements are worse than Lovecraft.

URL: https://forum.audiogames.net/post/600856/#p600856




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Re: The Synthizer Thread

2020-12-21 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@326Good work mate.I'll play with it properly tomorrow, but upon running the Earwax test suite:earwax\mapping\box.py:601: in play_sound
sound.generator.buffer.get_length_in_seconds() * 2
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

>   ???
E   NotImplementedError: Can't read object properties

synthizer\synthizer.pyx:122: NotImplementedError
=== short test summary info ===
FAILED tests/box_test.py::test_play_sound - NotImplementedError: Can't read object propertiesIs that expected behaviour?Cheers,

URL: https://forum.audiogames.net/post/600853/#p600853




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Re: The Synthizer Thread

2020-12-21 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: The Synthizer Thread

@331, i understand.

URL: https://forum.audiogames.net/post/600704/#p600704




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Re: The Synthizer Thread

2020-12-21 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

@330You will find that no one offers what you really want here.  Turn HRTF on and call it a day.  Synthizer can't because synthizer needs to be in a "safe" configuration if you will, something that works on all audio devices.  But nothing stops you saying "but I'm writing an audiogame, therefore it's always HRTF".If Synthizer did offer what you want, you'd have to design sounds perfectly for it because if the stereo channels in the .wav or whatever are of different volumes, the panning algorithm can't know that and you end up with the sound panned weirdly.  You could design for it, but designing for it means making sure your stereo sound has no panning of its own, which I'm pretty sure is also not what you want.  I'm not adverse to playing with this eventually, but no one's going to use it for a long time if ever and it has the aforementioned weird constraints, so it's certainly not priority.

URL: https://forum.audiogames.net/post/600698/#p600698




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Re: The Synthizer Thread

2020-12-21 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: The Synthizer Thread

@328, i really don't understand why it destroys the auditory illusion. When sounds are hrtf and mono they sound nice, however when they are mono and not hrtf they sound meh. For me, having a sound without hrtf and in mono is just lowering the sound quality.@329, i know about the direct source, but that's not what i need. Thanks for the answer anyway.

URL: https://forum.audiogames.net/post/600629/#p600629




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Re: The Synthizer Thread

2020-12-21 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: The Synthizer Thread

@328, i really don't understand why it destroys the auditory illusion. When sounds are hrtf and mono they sound nice when panned, however when they are mono and not hrtf they sound meh. For me, having a sound without hrtf and in mono is just lowering the sound quality.@329, i know about the direct source, but that's not what i need. Thanks for the answer anyway.

URL: https://forum.audiogames.net/post/600629/#p600629




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Re: The Synthizer Thread

2020-12-20 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

If you're trying to just do stereo music, grab DirectSource.  We've had that forever.If you're trying to pan a stereo sound I might tackle that eventually, but I only know of a couple things that do it and the results tend to be surprising.

URL: https://forum.audiogames.net/post/600592/#p600592




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Re: The Synthizer Thread

2020-12-20 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: The Synthizer Thread

@327, there's a reason for that. Trust me, stereo panning sounds horrible. You can do 3D and stereo panning with stereo sounds, but not downmixing them to stereo completely destroys the auditory illusion. Your not supposed to pan/use 3D/etc. with stereo audio or multi-channel audio in general.

URL: https://forum.audiogames.net/post/600591/#p600591




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Re: The Synthizer Thread

2020-12-20 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: The Synthizer Thread

Even without HRTF Panner strategy, sound remains mono. Will it remain like that, or it will be eventually changed that stereo panning doesn't downmix the sound to mono?

URL: https://forum.audiogames.net/post/600575/#p600575




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Re: The Synthizer Thread

2020-12-20 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

synthizer 0.8 is finally live.  Undoes the rollback, makes property writes 5 times faster.  Object creation, generator manipulation, routing, and property reads are several orders of magnitude faster as well.  You can just read buffer positions now without penalty in other words.  Linux and MSVC support should both be back.  I'll be getting to the various miscellaneous issues people have outstanding next.That said, two things.  First you really want to read the release notes.  There are some compatibility breakages.  The biggest is that you need to explicitly enable hrtf per source now, as it's off by default.  Second, this was a major internal refactor, and while it works I do expect issues.  I'm going to be off for like 10 days starting Christmas Eve, so I'm pushing it now in the hope that people will be able to file all those issues right away so I can deal with them promptly while I have the time.@chrisnorman7Would be useful if you could tell me whether your latency problem is gone.  Also, whatever your reverb crash was.

URL: https://forum.audiogames.net/post/600529/#p600529




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Re: The Synthizer Thread

2020-12-18 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

Just disconnect the generator from the source and it'll stop advancing until you reconnect it.  There's no need to play with position or anything like that.  Proper pausing should be out soon, but I'm still dealing with the big problem that's blocking Linux.

URL: https://forum.audiogames.net/post/599810/#p599810




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Re: The Synthizer Thread

2020-12-18 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@322Yes, you're right, that's how you'd do it. Maybe seek backwards a tiny bit to allow for your computer catching up, since I think propery reads happen by way of a different thread, which is why @Camlorn can't speed them up any... I think that's right anyways.@323No, they're not, so @bhanuponguru's solution is best for now, as far as I know.

URL: https://forum.audiogames.net/post/599771/#p599771




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Re: The Synthizer Thread

2020-12-18 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: The Synthizer Thread

isn't pause already implemented?Or am I thinking os seak?

URL: https://forum.audiogames.net/post/599757/#p599757




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Re: The Synthizer Thread

2020-12-18 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: The Synthizer Thread

so, friends, i got an idea on how to implement play pauseso, when ever we pause, we take the position of the generator and remove the generator. and, when ever we play, we add the generator and seek to the last position.i don't know if any one got the idea, and, i have not read to all the posts, so.i just wan't to post my idea here. nothing more.

URL: https://forum.audiogames.net/post/599750/#p599750




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Re: The Synthizer Thread

2020-12-13 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: The Synthizer Thread

Hi kamlorn, Even though i am not directly using synthizer, i am using it with that framework engine that Mason created.I must say, keep up the good work.I think this is the best open source Lib i know of thus far, accept for OpenAL.You're reelly doing a good job with this lib, thanx!

URL: https://forum.audiogames.net/post/598052/#p598052




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Re: The Synthizer Thread

2020-12-12 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: The Synthizer Thread

The reverb doesn't currently account for distance at all.  If you're simulating a space that is so large that this matters, it probably doesn't deserve reverb in the first place.  I'm going to change this eventually, but it's actually not entirely clear how to go about doing that and I'm not going to touch it until I'm sure what the right answer is.  For the moment, just change the gains on the connections to the effect yourself.Syz_shutdown destroys handles, or should.  There are a number of bugs related to that which will be fixed in the next release, so it may or may not currently work.  It's probably best to destroy them yourself, at least for now.

URL: https://forum.audiogames.net/post/597954/#p597954




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Re: The Synthizer Thread

2020-12-12 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: The Synthizer Thread

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

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




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Re: The Synthizer Thread

2020-12-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@317When I've made my reverb editor, I'll post it so anyone can make presets then send them to @Camlorn.Won't be starting work on it for a bit though. A week maybe.

URL: https://forum.audiogames.net/post/595590/#p595590




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Re: The Synthizer Thread

2020-12-04 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: The Synthizer Thread

Ironic since I could probably make some halfway decent presets, but I can't code for shit.

URL: https://forum.audiogames.net/post/595507/#p595507




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Re: The Synthizer Thread

2020-12-04 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@315OK, thank you, that's great. I'll have me a play.

URL: https://forum.audiogames.net/post/595445/#p595445




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