Super Sound System Dll (new: 3.4)
#441
Posted 23 April 2011 - 04:45 PM
#442
Posted 27 May 2011 - 12:30 AM
http://87.117.195.66...10/topics/61846
The alteration I think he has made is the script file.
Some point if have time I may assemble a new .gex file for it.
Edited by nottud, 27 May 2011 - 12:36 AM.
#443
Posted 29 May 2011 - 02:09 PM
#444
Posted 30 May 2011 - 04:36 AM
I'm using the script workaround but some things still don't work, specifically, volume setting.
I just added an extension to the post referenced above that should fix that issue. Let me know if you still have a problem with the extension.
EDIT: I just tested the volume function and it looks like the extension version doesn't fix volume either... I've tried a few things, but haven't been able to fix it yet. Strange...
Edited by DackR, 30 May 2011 - 05:09 AM.
#445
Posted 01 June 2011 - 04:22 AM
I'm using the script workaround but some things still don't work, specifically, volume setting.
I strongly recommend you check out snake5's SG Audio DLL. It works like a champ and is very similar to Supersound in function. (Only much better.)
http://gmc.yoyogames.com/index.php?showtopic=506072
If you need an easy way to move over to SG Audio, here is a GML file that maps all compatible Supersound functions to SG Audio.
ZIP:
http://www.mediafire.com/?uoch9zf0oozcb8l
RAR:
http://www.mediafire.com/?q9722o7n5eisia2
#446
Posted 10 June 2011 - 11:49 AM
#447
Posted 02 July 2011 - 06:26 AM
#448
Posted 15 July 2011 - 07:09 PM
#449
Posted 01 August 2011 - 06:51 AM
You can find the example here: Music and Audio Effects (OGG with SuperSound DLL). I think it might be useful to someone...
Thanks to tsg1zzn for this great DLL
Puppo
#450
Posted 24 August 2011 - 05:33 PM
Can it do fading? I use for bgm but I don't see any fading code...
#451
Posted 24 August 2011 - 05:36 PM
//CREATE EVENT
vol=10000;
//STEP EVENT
if vol>0
{
vol-=1000;
SS_SetSoundVol(sound,vol); //This may not be the correct script, as I haven't used SS in a while!!!!
}Check the SS scripts for the correct one, as the one I posted may not be called quite that (but it will be similar)..
#452
Posted 27 August 2011 - 07:34 PM
#453
Posted 28 August 2011 - 08:04 PM

My reaction when I had installed it and found out that you could only play one sound at a time:
#454
Posted 20 October 2011 - 05:07 PM
Often it works, other times it does not. Is there any additional precaution I can take to ensure SS_Unload runs before the game quits? Should I have it unload and then quit in different scripts/frames?
#455
Posted 20 October 2011 - 11:55 PM
#456
Posted 17 November 2011 - 07:57 PM
I've been having a bit of a long time issue, and I'd like to see if there are any best practices to avoid it. Simply, when I close my game it sometimes remains invisibly open and takes up about 400K of memory in the task manager--that's about the size of my music. I have a debug code that confirms when SS_Unload runs, so I KNOW it ran, but I don't think it actually unloaded the music.
Often it works, other times it does not. Is there any additional precaution I can take to ensure SS_Unload runs before the game quits? Should I have it unload and then quit in different scripts/frames?
I've made the problem less severe by having the music load in and out at runtime, so the memory usage after closing is never more than, like, 80K. But it's still an issue.
Is that just something I and the players of my game will have to live with?
#457
Posted 27 January 2012 - 12:31 AM
#458
Posted 13 February 2012 - 08:21 AM
I don't like the file host. I'd recommend Box.net which is free of ads... but I guess the OP is dead or has left or something (since the last edit was 3 years ago according to the data in the ZIP folder)
Finally, I'd recommend renaming the sample OGG file. As soon as I saw the word "babe" in it ("Anime Bowling Babes") I instantly deleted the ZIP from my USB just in case it would have some sort of infection. Replace it with a Super Mario Bros. underworld theme or something trustworthy.
#459
Posted 14 May 2012 - 11:20 PM
IE, play the song from the start, but when it reaches, say, 0:10, begin looping, and at 0:47, loop back to 0:10?
#460
Posted 25 May 2012 - 02:34 PM
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