LÖVE 0.7.0 beta released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
zac352
Party member
Posts: 496
Joined: Sat Aug 28, 2010 8:13 pm
Location: In your head.
Contact:

Re: LÖVE 0.7.0 beta released

Post by zac352 »

You know what should be added to 0.7.1? A way of modifying soundData. I want to make my own sounds. :P
Hello, I am not dead.
User avatar
Jasoco
Inner party member
Posts: 3726
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE 0.7.0 beta released

Post by Jasoco »

I want to be able to grab information about the current song as it's playing the same way you can with that Flash "SoundManager" library that allows you to grab all the current channel data and other stuff so we could make games that depend on how the music is done, or visualizers for our games. Would be awesome stuff and make our games stand out.

For instance and example of what I mean, look at this:
http://www.nihilogic.dk/labs/

Many of those projects have equalizers. The 8 channels can be retrieved and the values used for whatever you want. This could be pretty useful and make some great effects in games.
User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Milwaukee, WI
Contact:

Re: LÖVE 0.7.0 beta released

Post by TechnoCat »

zac352 wrote:You know what should be added to 0.7.1? A way of modifying soundData. I want to make my own sounds. :P
Source:setPitch() (during playback) THIS ONLY SETS RELATIVE PITCH
http://love2d.org/wiki/SoundData:setSample (before you create the source)
fellow lover vrld has an example usage or SoundData creation. http://github.com/vrld/Moan/blob/master/moan.lua

Jasoco wrote:I want to be able to grab information about the current song as it's playing the same way you can with that Flash "SoundManager" library that allows you to grab all the current channel data and other stuff so we could make games that depend on how the music is done, or visualizers for our games. Would be awesome stuff and make our games stand out.
This is rather rudimentary, but this might be what you are talking about, http://love2d.org/wiki/Source:getPitch . Not sure how to get pitch's counterpart, amplitude, from the Source though.
ONLY RETURNS THE RELATIVE PITCH YOU SET.
Last edited by TechnoCat on Tue Oct 19, 2010 3:39 pm, edited 2 times in total.
User avatar
Jasoco
Inner party member
Posts: 3726
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE 0.7.0 beta released

Post by Jasoco »

I'm not sure how the Flash-based SoundManager project works, but I always thought it'd be cool to get that data and play with it while the music was playing. Maybe you could create games where the levels changed based on the music.
User avatar
vrld
Party member
Posts: 917
Joined: Sun Apr 04, 2010 9:14 pm
Location: Germany
Contact:

Re: LÖVE 0.7.0 beta released

Post by vrld »

Jasoco wrote:I'm not sure how the Flash-based SoundManager project works
Mostly these kind of things are done with analyzing how much of a frequency is in the currently played bit of sound, the so called spectrogram analysis.
To do that you need to transform the input data from time-space (a magnitude changing in dependency to time) to frequency space (magnitude in dependency of frequency), normally with a FFT. But i doubt that something like that should be in a framework like LÖVE...
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

hump | HC | SUIT | moonshine
User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Milwaukee, WI
Contact:

Re: LÖVE 0.7.0 beta released

Post by TechnoCat »

vrld wrote:Mostly these kind of things are done with analyzing how much of a frequency is in the currently played bit of sound, the so called spectrogram analysis.
To do that you need to transform the input data from time-space (a magnitude changing in dependency to time) to frequency space (magnitude in dependency of frequency), normally with a FFT. But i doubt that something like that should be in a framework like LÖVE...
So, if I am understanding this correctly, SoundData isn't represented by a frequency and amplitude, It has a frequency and pulse width table?
User avatar
vrld
Party member
Posts: 917
Joined: Sun Apr 04, 2010 9:14 pm
Location: Germany
Contact:

Re: LÖVE 0.7.0 beta released

Post by vrld »

TechnoCat wrote:So, if I am understanding this correctly, SoundData isn't represented by a frequency and amplitude, It has a frequency and pulse width table?
No. SoundData is the samples itself: A representation of the sound wave that will be generated the speaker boxes. It's the thing you normally see in the windows wav editor, something like this:
Image

But I think the conversation is starting to drift off topic...
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

hump | HC | SUIT | moonshine
User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Milwaukee, WI
Contact:

Re: LÖVE 0.7.0 beta released

Post by TechnoCat »

Jasoco wrote:I want to be able to grab information about the current song as it's playing ....
Throw me in this category too. It would be nice in a future version. A large part of being an indie game developer is being experimental, and this would open up a world of audio experimentation.

EDIT: http://bitbucket.org/rude/love/issue/91 ... and-source
User avatar
Jasoco
Inner party member
Posts: 3726
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE 0.7.0 beta released

Post by Jasoco »

I'm all for anything that lets us experiment. it's experimenting that lets indie games stand out. Like Braid's unique visual style with the amazing painted look that moves constantly to Fez's interesting pseudo-3D/2D approach.
LarkSS
Prole
Posts: 5
Joined: Mon Nov 01, 2010 8:11 pm

Re: LÖVE 0.7.0 beta released

Post by LarkSS »

Hello all.

I've been trying LÖVE recently with my new-found knowledge of Lua and it seems very easy to use; the cross-platform capability and great performance on older hardware just being a major bonus. (plus free license!) :awesome:

Seeing this topic I decided to give the 0.7.0 beta a try. For whatever reason however, my laptop seems to reject the executable, in which it attempts to load the window (the frame appears but the inside is transparent) and then gives me the Windows error message: "love.exe has encountered a problem and needs to close." Modifying any of the other files such as OpenAL32.dll as a few users have noted doesn't change this problem, though replacing the .exe with the version from 0.6.2 allows it to run just fine (though then it's not an update whatsoever).

For the heck of it I tried running 0.7.0 on my school's remote server. The exe runs (very slowly of course) showing the new no-game preview, but it will not run any games unless I replace OpenAL32.dll with the 0.6.2 dll. That should at least verify the file downloaded correctly though. (I downloaded it twice just to be certain)

Something tells me 0.7.0 will work just fine on my modern desktop at home, but most of my freetime exists while at college, in which I only have my laptop on me. Does anyone have any ideas why this is happening? If someone can explain how to post a dump of the crash, I'd be more than happy to paste the results.

Laptop specs (old I know; 0.6.2 runs amazing on it though :death:)
Microsoft Windows XP Professional SP3
Mobile Intel Pentium 4 - M CPU 1.80GHz (512MB RAM)
Mobility Radeon 7500 (32MB VRAM)

EDIT: Just verifying that 0.7.0 does work on my desktop at home, without needing to mess with OpenAL32.dll whatsoever.
Locked

Who is online

Users browsing this forum: Bing [Bot] and 2 guests