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Super Sound System Dll (new: 3.4)


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#21 ffalcon2009

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Posted 03 September 2005 - 12:34 PM

I put the dll in the GM6 folder and can't hear the ogg when I play it with the sound adder.
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#22 PLAY: More

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Posted 03 September 2005 - 12:44 PM

I put the dll in the GM6 folder and can't hear the ogg when I play it with the sound adder.

<{POST_SNAPBACK}>

Maybe you didn't call the DLL?
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#23 tsg1zzn

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Posted 03 September 2005 - 02:44 PM

I put the dll in the GM6 folder and can't hear the ogg when I play it with the sound adder.

<{POST_SNAPBACK}>

Did you try the example?
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#24 GamerGuy12188

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Posted 22 October 2005 - 05:25 PM

The SS_SetSoundPosition fuction for this dll isn't working for me. All it does is restart the music.

This is how I called it:
SS_SetSoundPosition(handle,get_integer("New Position",50000));

I'm using GM6.1, by the way.
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#25 tsg1zzn

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Posted 22 October 2005 - 08:36 PM

The SS_SetSoundPosition fuction for this dll isn't working for me. All it does is restart the music.

This is how I called it:
SS_SetSoundPosition(handle,get_integer("New Position",50000));

I'm using GM6.1, by the way.

<{POST_SNAPBACK}>

Hmm that's right and it's very strange. I've got one test program in which it works and I'm using almost the same procedure in the DLL and it doesn't work. No idea why.

EDIT: There were two errors in the script and one error in the function. I have uploaded a fixed version. Here is the changed line (the last line) in the script SS_SetSoundPosition().

Replace last line with this:
return real(external_call(global.dll_SS_SetSoundPosition,argument0,strin
g(argument1)))+1;

You don't need to download again if you're not checking the result. The command will work properly with the old dll and the new script, but it will return 0 whatever garbage you put into it. The fixed versions returns 0 only on failure.

Edited by tsg1zzn, 22 October 2005 - 08:49 PM.

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#26 Tarik

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Posted 22 October 2005 - 08:50 PM

Very nice, keep it up!
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#27 GamerGuy12188

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Posted 22 October 2005 - 09:04 PM

OK, it works now. Thanks!
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#28 terryharman

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Posted 27 October 2005 - 01:16 PM

How would i go about making it detect that the sound has finished and start a diffrent song playing...or is this not possable?

Many thanks
Great DLL
Terry
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#29 tsg1zzn

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Posted 27 October 2005 - 02:45 PM

First, play the sound (do not loop it). Then, in the step event of an object, you can check if it's still playing with SS_IsSoundPlaying(sound_handle).

if SS_IsSoundPlaying(sound) then begin
SS_PlaySound(othersound);
end;
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#30 terryharman

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Posted 09 November 2005 - 06:29 PM

Hi again, just wodering if you knew how to make it so that if sound is playing it will not play the song again, cos at the moment when i restart my game the song plays 2 times

thanks

terry
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#31 tsg1zzn

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Posted 09 November 2005 - 07:21 PM

Hi again, just wodering if you knew how to make it so that if sound is playing it will not play the song again, cos at the moment when i restart my game the song plays 2 times

thanks

terry

<{POST_SNAPBACK}>

if SS_IsSoundPlaying(handle) = 0 then begin
  SS_PlaySound(handle);
end;

But, are you sure you don't also don't all the sound files again when you restart the game? If you do, your game will take lots of memory after some time.
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#32 terryharman

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Posted 10 November 2005 - 04:47 PM

i want thr fastest way and most reliable way plz
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#33 tsg1zzn

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Posted 10 November 2005 - 06:27 PM

That's to never use the function game_restart() and put the call to loading and playing the sounds in the Game Start event.
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#34 GamerGuy12188

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Posted 12 November 2005 - 05:18 PM

I have a question. When I loop a song, there is a half-second pause before it plays again. I want it to replay immediately, so that the song seems to be continuous. Is this possible?

EDIT: I noticed that the song finishes before the song position reaches the length variable.

Edited by GamerGuy12188, 12 November 2005 - 05:21 PM.

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#35 tsg1zzn

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Posted 12 November 2005 - 09:00 PM

I have a question. When I loop a song, there is a half-second pause before it plays again. I want it to replay immediately, so that the song seems to be continuous. Is this possible?

EDIT: I noticed that the song finishes before the song position reaches the length variable.

<{POST_SNAPBACK}>

Most likely this is because the file has some silence at the end, this is normal. Use a program like Audacity to cut off the silence so that the file loops nicer.
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#36 3dcoder

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Posted 13 November 2005 - 08:27 AM

This is very good and I will use it in my current game. Would you like to have your logo or something in the splash screen/intro?

Oh, and is it legal to use this in commercial game?
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#37 tsg1zzn

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Posted 13 November 2005 - 10:52 AM

This is very good and I will use it in my current game. Would you like to have your logo or something in the splash screen/intro?

<{POST_SNAPBACK}>

You don't need to use the logo as you long put a notice in the credits.

Oh, and is it legal to use this in commercial game?

<{POST_SNAPBACK}>

Use it for whatever you want to. :)
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#38 tsg1zzn

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Posted 14 November 2005 - 03:25 PM

I'm testing something:
http://forums.gamema...howtopic=170497

By the way, this dll was used in the winning entry of the ninja-robot-pirate-something else game competition on gamedev!
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#39 Tetria

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Posted 18 November 2005 - 10:02 PM

I have a similar problem as "terryharman" wrote here:

How would i go about making it detect that the sound has finished and start a diffrent song playing...or is this not possable?

Many thanks
Great DLL
Terry


Then as I read your next post:

First, play the sound (do not loop it). Then, in the step event of an object, you can check if it's still playing with SS_IsSoundPlaying(sound_handle).

if SS_IsSoundPlaying(sound) then begin
SS_PlaySound(othersound);
end;

I tried that and it didn't work. As the first song ends it does not play the other song, it does nothing.

This is the current script I'm using: Game Start>Script:
{
{
global.handle = SS_LoadSound("Blink - 182.ogg")
SS_PlaySound(global.handle)
SS_FreeSound(global.handle)
}
if SS_IsSoundPlaying("Blink - 182.ogg") = 0
then begin
{
global.handle = SS_LoadSound("Blink-182 ATST.ogg")
SS_PlaySound("Blink-182 ATST.ogg")
SS_FreeSound(global.handle);
}
end;
}

Could you please help me? Thank you.
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#40 tsg1zzn

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Posted 19 November 2005 - 10:45 AM

Q: How do I start looping my sound at the start of the game, but when I restart the game it shouldn't start the sound again because it's already playing?
A: Put the playing and loading code in the game start event of an object and never use the function game_restart() or the corresponding action (is there one?). Instead go to the first room to restart the game. Of course, this might require some restructuring of your game, but that's good programming style anyways.

Q: How do I make a playlist-like program so that when one sound stops another one starts?
A: Here's an example, put this in the game start event and never use game_restart():
SS_Init();

ssh_firstsound = SS_LoadSound("Anime Bowling Babes.ogg");
ssh_secondsound = SS_LoadSound("Tony Christie ft Peter Kay - Amarillo.ogg");
ssh_thirdsound = SS_LoadSound("hark.ogg");

playlist[0] = ssh_firstsound;
playlist[1] = ssh_secondsound;
playlist[2] = ssh_thirdsound;
playlist_current = 0;
playlist_max = 3;
SS_PlaySound(playlist[0]);

alarm[0] = 10;
And, put this in alarm 0:
alarm[0] = 10;

if SS_IsSoundPlaying(playlist[playlist_current]) = false then begin
  playlist_current += 1;
  if playlist_current = playlist_max then begin
    playlist_current = 0;
  end;
  SS_PlaySound(playlist[playlist_current]);
end

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