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Super Sound System Dll (new: 3.4)


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#461 Arusiasotto

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Posted 25 May 2012 - 10:20 PM

The download link is broken! I REALLY need this dll. Can someone please upload it somewhere?


Why not use FMOD? Has more features from what I can see.
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#462 HeadInjuryGames

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Posted 02 June 2012 - 06:48 PM

I need the DLL because all I need is a plugin to play OGGs (since my computer's audio device is weird and doesn't like GM-made games (and RPG Maker VX, too!) trying to play MP3s, even if I load it externally), not one million functions I will never use.
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#463 ChaosMaker

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Posted 05 June 2012 - 06:17 PM

Link is broken...





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#464 Arusiasotto

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Posted 07 June 2012 - 06:45 AM

Ah, well, if you just want simple ogg support, look for the Caster Gex. allows simple playback of ogg on windows and mac. Works in GMStudio as well.

http://gmc.yoyogames...howtopic=509028

Edited by Arusiasotto, 07 June 2012 - 06:47 AM.

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#465 Razon

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Posted 20 June 2012 - 04:39 PM

Here's a mirror link for the DLL.

http://www.mediafire...u4x35bzs0a4udxk

Edited by Razon, 20 June 2012 - 04:39 PM.

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#466 JGM_25

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Posted 11 August 2012 - 08:45 AM

So, I was looking through the scripts of the example with the supersystem.dll ... and, you know, something just seems off about it.

You see, he added SS_Unload(); for when the game ends. All this script does is:
external_call(global.dll_SS_Unload);

You would think that this would help with the game crashes, but not quite. I decided to test this dll and ended up with my entire screen black when I tried to close my game. I still heard the music of my choice playing. I had to actually power off my computer because ctrl+alt+del wouldn't help.



I decided to look through the scripts and came upon SS_Init();. I skimmed and see this:


global.dll_SS_Init = external_define(
  "supersound.dll",
  "SS_Init",
  dll_stdcall,
  ty_string,
  0);

global.dll_SS_Unload = external_define(
  "supersound.dll",
  "SS_Init",
  dll_stdcall,
  ty_string,
  0);

global.dll_SS_LoadSound = external_define(
  "supersound.dll",
  "SS_LoadSound",
  dll_stdcall,
  ty_string,
  2,
  ty_string,
  ty_string);


Can you see what I see? global.dll_SS_Init gets "SS_Init", as well as global.dll_SS_Unload. So, what exactly is happening here? Are we restarting the sound system when the game is being closed then...?

What would happen if this edit was done:

global.dll_SS_Unload = external_define(
  "supersound.dll",
  "SS_Unload",
  dll_stdcall,
  ty_string,
  0);

Then use SS_Unload(); at game end. Would everything be okay then? It just seems weird that two global variables are being assigned the same thing.
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#467 JGM_25

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Posted 12 August 2012 - 05:09 AM

Update to my post: Okay, so I decided to try the changes above that I mentioned. However, I did not want my powerful desktop to get a black screen of doom like before. (It uses Windows 7 home 32-bit) So I pulled out my dusty old laptop with Windows XP home (32-bit).

I edited the SS_Init(); script...

Doing this:

global.dll_SS_Unload = external_define(
  "supersound.dll",
  "SS_Unload",
  dll_stdcall,
  ty_string,
  0);

Instead of this:

global.dll_SS_Unload = external_define(
  "supersound.dll",
  "SS_Init",
  dll_stdcall,
  ty_string,
  0);

I tested this upon two games, and as far as I can see... it seems okay. I need to continue opening and closing the game, but as far as I can tell... this, might be the fix that was needed. I tried emailing tsg1zzn by their email on the first post... but have not heard back. I need to know whether or not these changes are valid. Did they in error, make these two global variables accidentally equal the same thing?
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#468 falconfetus8

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Posted 14 August 2012 - 10:27 PM


The download link is broken! I REALLY need this dll. Can someone please upload it somewhere?


Why not use FMOD? Has more features from what I can see.

.
Because FMOD doesn't have very good documentation.
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#469 JGM_25

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Posted 15 August 2012 - 03:27 AM

Can anyone please confirm my fix of the SS_INIT(); script?
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#470 JGM_25

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Posted 16 August 2012 - 11:47 PM

No one? Anyone?

As far as I can tell on my laptop, the dll works fine when "SS_Init" is changed to "SS_Unload". I have had no issues so far...
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#471 JGM_25

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Posted 21 August 2012 - 09:54 PM

Has anyone else tested out my fix above? I mean, one small change to a script. As far as it seems, my games have not crashed when being closed.

If anyone else can confirm that this works out, then huzzah!

Edited by JGM_25, 21 August 2012 - 09:57 PM.

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#472 Klassic

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Posted 26 August 2012 - 09:10 PM

I'll test it out and edit with my results :)

EDIT: The game remains in my system memory for a while afterwards, as per usual, but the memory it's using up is halved when I use the fix. Seems like it works, at least to a degree.

Edited by Klassic, 26 August 2012 - 09:19 PM.

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#473 JGM_25

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Posted 29 August 2012 - 02:50 AM

Make sure you used that command: ss_unload();

It needs to be in 'Game End' and pretty much be placed in every room. I tried it on my laptop in Windows XP, and I opened and closed multiple times without any issues. The game didn't remain in memory.

Edited by JGM_25, 29 August 2012 - 02:53 AM.

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#474 RangerX

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Posted 19 October 2012 - 09:00 PM

Is FMOD having issues like that or it's ok? I want a CLEAN ogg support for my game...
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#475 Tarik

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Posted 19 October 2012 - 09:27 PM

Is FMOD having issues like that or it's ok? I want a CLEAN ogg support for my game...


I'm currently using FMOD, quite happy with it. Icuurd, who provides the GM's use of the FMOD DLL is highly knowledgeable, perhaps even more importantly however, highly active. He's known to respond to bugs and questions quickly. That's why I've personally switched to FMOD, although I haven't run into any problems yet that I've actually had to call on Icuurd's help.

In the past I've used multiple DLLs for which the maker went inactive shortly. Any bugs or necessary expansion of functionality meant I've had to rewrite a lot of functionality many times. (Super Sound was actually one of these DLLs) In that sense, Super Sound is not reliable at all. It's maker went inactive in 2010. The topic hasn't been updated since 2009. And the original DLL was for GM 5 back in 2005.

I'd go for FMOD at the moment.
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#476 RangerX

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Posted 19 October 2012 - 09:36 PM


Is FMOD having issues like that or it's ok? I want a CLEAN ogg support for my game...


I'm currently using FMOD, quite happy with it. Icuurd, who provides the GM's use of the FMOD DLL is highly knowledgeable, perhaps even more importantly however, highly active. He's known to respond to bugs and questions quickly. That's why I've personally switched to FMOD, although I haven't run into any problems yet that I've actually had to call on Icuurd's help.

In the past I've used multiple DLLs for which the maker went inactive shortly. Any bugs or necessary expansion of functionality meant I've had to rewrite a lot of functionality many times. (Super Sound was actually one of these DLLs) In that sense, Super Sound is not reliable at all. It's maker went inactive in 2010. The topic hasn't been updated since 2009. And the original DLL was for GM 5 back in 2005.

I'd go for FMOD at the moment.


Thanks for your fast answer. Do you have experience with Oddio? It's also on the first page in the forum and seems simple (although not handling 3D sounds like FMOD)
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#477 Tarik

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Posted 19 October 2012 - 09:54 PM



Is FMOD having issues like that or it's ok? I want a CLEAN ogg support for my game...


I'm currently using FMOD, quite happy with it. Icuurd, who provides the GM's use of the FMOD DLL is highly knowledgeable, perhaps even more importantly however, highly active. He's known to respond to bugs and questions quickly. That's why I've personally switched to FMOD, although I haven't run into any problems yet that I've actually had to call on Icuurd's help.

In the past I've used multiple DLLs for which the maker went inactive shortly. Any bugs or necessary expansion of functionality meant I've had to rewrite a lot of functionality many times. (Super Sound was actually one of these DLLs) In that sense, Super Sound is not reliable at all. It's maker went inactive in 2010. The topic hasn't been updated since 2009. And the original DLL was for GM 5 back in 2005.

I'd go for FMOD at the moment.


Thanks for your fast answer. Do you have experience with Oddio? It's also on the first page in the forum and seems simple (although not handling 3D sounds like FMOD)


You bring up two points I've struggled with myself. I concluded myself that Fmod was the most sensible option still, but it's not a 100% easy decision.

Firstly, Fmod is not a GM DLL, it's a DLL used by the industry for many different applications. Icuurd wrapped it for GM. The license still needs to be paid for however:
http://www.fmod.org/fmod-sales.html

As you can see, for a <100k budget game, it'll still cost 500 dollars. That's quite cheap considering you get an entire sound system, but quite a lot if you're planning on making revenues of $4000 or so. Either way, I honestly think (although I don't explicitly advise it), if your budget is under 100k, your revenues are probably between 200-300k, at that point they charge 500 dollars. If you make that money, $500 isn't much. If you just make 6.000, I doubt your game has the exposure for Fmod to ever see your game pass by, let alone play it, let alone see it uses an fmod dll, let alone then check if your game is registered as a customer, let alone send a lawyer after you to get $500 of those $4000 revenues you made.

So I figure, if you do well, the price is low. If you don't do well commercially, you'll virtually never have to pay it, even though in the strict sense it's illegal, your revenues are so close to zero (by industry standards) that you are practically treated as a non-commercial license user. (non-commercial use is free of charge.)

Secondly, no experience with oddio. But it's a wrapper of bass.dll. It seems people prefer fmod. Secondly, the wrapper itself has only been out for a month. Fmod's wrapper has been tested time and time again and went through all the early problems already. The oddio wrapper is still in development, doesn't have nearly the amount of functionality as fmod, and its maker has not proven himself to the extent that Icuurd has in activity and helpfulness. (no complaints about the2banned2one, but Icuurd is hard to beat as a global mod, retired programmer and over 10.000 helpful posts.)
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#478 MongoWolf

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Posted 06 December 2012 - 11:01 PM

I really feel bad bumping a 8 year old thread, but I really need help and thought someone here might be able to help me......

I am trying to use the super Sound DLL. I currently have a system where the game loads external ogg files and plays them. I can play and stop them perfectly fine, but I cannot pause the sounds for some reason. Here is my code currently:

ss_init();

{
ss_pause_sound(global.m_menu);
}

{
global.m_pause = ss_load_sound("Music\shipselect.ogg" );
ss_loop_sound(global.m_pause);
}


Any ideas?
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#479 Myster

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Posted 31 January 2013 - 11:42 PM

The link appears to be broken, could you please update it?
I'll also send you a PM in case this post goes unnoticed.
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#480 Razon

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Posted 03 February 2013 - 01:43 PM

The link appears to be broken, could you please update it?
I'll also send you a PM in case this post goes unnoticed.

There's a mirror download link available for it here.
http://gmc.yoyogames.com/index.php?showtopic=120034&view=findpost&p=3999577
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