Search found 16 matches

by DTmg
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.
by DTmg
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...
by DTmg
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...
by DTmg
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.
by DTmg
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)
by DTmg
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....
by DTmg
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!
by DTmg
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

Code: Select all

attempt to perform arithmetic on 'void *' and 'number'
but casting to a uint64_t and back to a void * worked, thanks!
by DTmg
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 ...
by DTmg
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 ...