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Thread: Delphi Audio Library..

  1. #21

    How to convert time in BASS

    How do I convert the time in Bass from the 4594554 to the regular 3:46:00 ?
    Nicholas.
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    <br />Please join: http://holzstukka.proboards81.com

  2. #22

    Delphi Audio Library..

    Leaf didn't work, it gave me several undeclared identifier messages.
    Nicholas.
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    <br />Please join: http://holzstukka.proboards81.com

  3. #23

    Delphi Audio Library..

    Quote Originally Posted by Voltrox
    Leaf didn't work, it gave me several undeclared identifier messages.
    what kind of messages?
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #24

    Delphi Audio Library..

    It says "GLScene.inc not found"


    So I copied it from the source folder in to the Delphi 2005 folder, and it installed, but I don't see any video out components, only AVI record


    what do I do?
    Nicholas.
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    <br />Please join: http://holzstukka.proboards81.com

  5. #25

    Delphi Audio Library..

    Are you talking about my LEAF engine? You're probably made some mistakes, and mixed some file from others engines, since that message "GLScene.inc not found" is probably caused from some GLScene file, and not from LEAF.

    Note that LEAF uses some common libraries like DirectX and JPG that you may have installed from other sources, and that may cause problems.
    About the components, its true that you wont find anything, because LEAF is not a component based library. One of the tutorials in my site show how to play video from files.

    Also, if you're trying to use GLScene, I dont think it includes AVI playback, only recording, at least the last version I used didnt have one.
    www.pascalgameengine.com - Crossplatform 3D game engine

  6. #26

    Delphi Audio Library..

    I tried OpenAL, and I think it's pretty cool with Opengl.

    But There's something I still haven't understood (I tried googling without success) :

    * You can play Ogg music

    * You can play Wave samples

    In all the examples i've seen, the sound buffers are generated at the same time, some times using an array. But how can I load sound for a particulary event ?

    for example :

    playing another music when the current one has ended[/list]

  7. #27
    Co-Founder / PGD Elder WILL's Avatar
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    Delphi Audio Library..

    Get the headers at: http://www.noeska.com/doal/

    Then click on the Tutorials link.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  8. #28

    Delphi Audio Library..

    [quote="WILL"]Get the headers at: http://www.noeska.com/doal/

    Then click on the Tutorials ]

    It's exactly what I've done.

    I'm just trying to understand how buffers are working.

    Do you need to create all your buffer in the same time or can you generate some buffer when you need them ?

  9. #29

    Delphi Audio Library..

    OpeanAl is a low level api for play sound samples in allocated soundbuffers; it dosent have procedures for open and play OGG or MP3 files automatically; it allow to open a WAV file automatically but that is most like an utility procedure; it is not compared to libs like FMod where you just pass the file name and the play the sound.

    In OpenAL the users is responsable for Open the sound files, like a OGG or MP3, or big WAV files, then you allocate one or more sound buffers with openal, then the user is responsable to extract a chunk of the sound from compressed Ogg or MP3 in uncompresed sample sound data into the alocated sound buffer; then you can play, stop, pause, rewind, etc the sound buffer; you can play several sound buffers at the same time.

    OpenAL allow you to check the current sound buffers state, mean it tells you if the sound buffer is curently playing, paused, stoped, or finished, it also tells you the current position of the sample been played; that info is usuful for you for to code a sound manager.

    The technique used for play OGG files with OpenAL is:
    - you allocate two sound buffer chained, (let's called "front" and "back" sound buffers).
    - You load a Ogg file and file and you put about 1 minute of audio data into front and back sound buffers.
    - Then you tells Openal to start playing front sound buffers, and when finished then start playing the back buffers.
    - meanwhile the soundbuffers are playing you can do somthing else in your app but you have to keep checking the current front buffer state, when the state returns finished then it mean back buffers is now playing, so you have now to load from Ogg another minute of audio and fill again the front buffer; then you move the front buffers back in the chain so now it is a backbuffer and the current playing buffers is now front buffer.
    - you keep doing that until all audio in the ogg (or Mp3 or big WAv) is played.

    Like you see, OPENAL is not a ready to use sound manager lib, (neither directx sound i thik), you have to code your own sound manager on top of openal.


    good luck.

    tp.

  10. #30

    Delphi Audio Library..

    Hi!

    Maybe this has been asked before.

    I am looking for a simple Audio engine, that can play Oggs for Music and also Oggs for SFX, it would be nice if I could set a 3D position for SFX and if I can load and play the SFX from a list.

    PS: And it has to be free for commercial use.

    I used Audiere last time, it had no positioning but instead of that it was okay.

    Thanks,
    Firle

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