Search found 16 matches
- Thu Sep 12, 2024 12:25 am
- Forum: Support and Development
- Topic: Sound and music cut out after a while for no apparent reason.
- Replies: 8
- Views: 14515
Re: Sound and music cut out after a while for no apparent reason.
I'm not sure what was causing it but after changing a seemingly unrelated part of the code it magically stopped? So, consider this solved I guess, still have no idea what has caused it.
- Thu Sep 12, 2024 12:24 am
- Forum: Support and Development
- Topic: Setting large amounts of SoundData at a time
- Replies: 10
- Views: 15680
Re: Setting large amounts of SoundData at a time
I know how to set each sample individually with a loop, I'm dealing with pre-generated samples from a SF2 file so I was hoping there would be a more efficient way to set it when loading hundreds of samples like that. I managed to solve this by just casting the pointer to a number and back from RNave...
- Fri Sep 06, 2024 1:51 am
- Forum: Support and Development
- Topic: Sound and music cut out after a while for no apparent reason.
- Replies: 8
- Views: 14515
Re: Sound and music cut out after a while for no apparent reason.
Dang it might just be me then, I don't know. It happened most often while I was using the level editor, so I'm not sure if that's connected in any way, but thanks for testing it anyway, worried I might have to rewrite the music system now...
- Thu Sep 05, 2024 8:05 pm
- Forum: Support and Development
- Topic: Sound and music cut out after a while for no apparent reason.
- Replies: 8
- Views: 14515
Re: Sound and music cut out after a while for no apparent reason.
I've gotten it to trigger on one other machine so far, so not a lot of variety, but this wasn't happening before at all when I was just playing the sound directly.
- Thu Sep 05, 2024 4:33 pm
- Forum: Support and Development
- Topic: Sound and music cut out after a while for no apparent reason.
- Replies: 8
- Views: 14515
Re: Sound and music cut out after a while for no apparent reason.
Yeah I've had issues with FFI before, but I'm not using any FFI for my game here (mainly to keep cross platform easy)
- Thu Sep 05, 2024 6:30 am
- Forum: Support and Development
- Topic: Sound and music cut out after a while for no apparent reason.
- Replies: 8
- Views: 14515
Sound and music cut out after a while for no apparent reason.
Hello everyone again :)! I'm working on a platformer game and recently changed how music works. Currently the method is a bit overkill for what I need as right now I'm not using any specific looping points for anything but I have it in place since I plan to use that once I write better music for it....
- Thu Sep 05, 2024 6:19 am
- Forum: Support and Development
- Topic: Setting large amounts of SoundData at a time
- Replies: 10
- Views: 15680
Re: Setting large amounts of SoundData at a time
I tried from just a DataView/ByteData and it wasn't working right, it seemed to only want FileData. In any case I did get it working!
- Mon Aug 19, 2024 10:24 pm
- Forum: Support and Development
- Topic: Setting large amounts of SoundData at a time
- Replies: 10
- Views: 15680
Re: Setting large amounts of SoundData at a time
Attempting to add directly to a pointer like that gives me but casting to a uint64_t and back to a void * worked, thanks!
Code: Select all
attempt to perform arithmetic on 'void *' and 'number'
- Sun Aug 18, 2024 2:28 pm
- Forum: Support and Development
- Topic: Setting large amounts of SoundData at a time
- Replies: 10
- Views: 15680
Re: Setting large amounts of SoundData at a time
I've figured out a roundabout solution, which is to take the chunk of SoundData and put a .wav file header in front of it, then put that in a FileData and put *that* into a SoundData, however for some reason the sample is not looping when I play it back with looping enabled. It plays back the audio ...
- Sun Aug 18, 2024 2:13 am
- Forum: Support and Development
- Topic: Setting large amounts of SoundData at a time
- Replies: 10
- Views: 15680
Setting large amounts of SoundData at a time
Hello :) I'm attempting to parse a file that contains raw sound data as part of it. I've managed to get individual samples out of it by creating a DataView from the ByteData object that hold all the sample data, and wanted to test to see if I was pulling the right section out by playing back one of ...