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Fmod Sound System Engine


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#41 icuurd12b42

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Posted 09 November 2007 - 06:16 AM

UPDATE 1.4
Adds an api to get the 3d max distance to compare with in order to decide to play a 3d sound and save on instances.
Fixes the SampleListenerObj passing listener ID 0 instead of ID 1
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#42 icuurd12b42

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Posted 13 November 2007 - 04:43 PM

UPDATE 1.5
Added FMODInstanceSet3dMinMax FMODIntanceSet3dCone and FMODInstanceSet3dDoppler
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#43 a2h

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Posted 16 November 2007 - 11:54 PM

When you add support for spectrum (ie leading to visualizations), I will be very happy. SXMS is quite bloated indeed =P

Edited by anger2headshot, 17 November 2007 - 01:03 AM.

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#44 icuurd12b42

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Posted 17 November 2007 - 10:43 AM

When you add support for spectrum (ie leading to visualizations), I will be very happy. SXMS is quite bloated indeed =P

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Well, I said I would not do it but what the hay...Hey!?


Version 1.6 is out

Uses the latest FMOD 4.08.08
Fixed a Stack Fault in FMODInstanceGetSound caused by sample code not commented out. The code showing how to use the function was calling the function LOL Kaboom. I recommend updating to fix the problem...

New
FMODSoundGetNumChannels() to see if the sound is mono/stereo or other...

FMODInstanceGetMaxDist(double instance) useful to go with the new InstanceSet3dMinMax added in earlier version

FMODInstanceGetWaveSnapshot(). Well, it's in... You can draw your wave or snoop at the data.

FMODInstanceGetSpectrumSnapshot(). Similar to wave but for the spectrum... The volume at different frequencies for the laymen...

FMODGroupGetWaveSnapshot(). Same as for instance but for the sound group (Slower. use with care)

FMODGroupGetSpectrumSnapshot(). Same as for instance but for the sound group (Slower. use with care)

Edited by icuurd12b42, 17 November 2007 - 10:53 AM.

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#45 a2h

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Posted 17 November 2007 - 08:08 PM

Hooray! Thank you very much, I'll try to port SXMS engine's viz example to your engine... heh.
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#46 icuurd12b42

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Posted 18 November 2007 - 01:15 AM

Hooray! Thank you very much, I'll try to port SXMS engine's viz example to your engine... heh.

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Cool. but I suggest you get this latest fix.



UPDATE 1.6.1
Fixed wave data clipping problem.... FMOD has a little bug returning values beyond "forum" documented values (playing missionimpossible.mid), causing the wave to clip. I had to double check the buffer to prevent this from happening.

I split the simple functions into individual more complete methods to satisfy most needs.
Added
FMODInstanceGetWaveSnapshot2
FMODInstanceGetSpectrumSnapshot2
FMODGroupGetWaveSnapshot2
FMODGroupGetSpectrumSnapshot2
FMODNormalizeSpectrumData
FMODNormalizeWaveData
FMODGetSnapshotEntry
FMODGetWaveBuffer
FMODGetSpectrumBuffer

These functions will give more control over the data fetched, and adds/allows using normailisation on wave form data. And gives easy access to every bit of the data, either spectrum or wave. Though I do recommend using the string buffer version which is faster. Using the #2 versions of the functions plus The included normalisation and the included GetBuffer function is almost as fast as the original functions... But using the added "simpler to use" FMODGetSnapshotEntry will be costly.


FIX/UPDATE 1.6.2
Ooops, last update used the wrong dll with FMOD effects commented out...

Edited by icuurd12b42, 18 November 2007 - 02:59 AM.

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#47 a2h

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Posted 18 November 2007 - 03:07 AM

I only see the download for 1.5... O_o
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#48 icuurd12b42

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Posted 18 November 2007 - 04:03 AM

I only see the download for 1.5... O_o

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I keep forgetting to update the version number in that text above the download... I moved the whole thing to the top so I won't forget again.
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#49 icuurd12b42

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Posted 03 December 2007 - 09:33 AM

UPDATE 1.6.3
Compiled with new FMOD libs and dll (4.08.08)
Added FMODEncryptFile for those who what to make their own encrypt interface
Included exe. Sorry for the huge jump in size due to the included exe
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#50 freko

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Posted 05 December 2007 - 06:15 PM

UPDATE 1.6.3
Compiled with new FMOD libs and dll (4.08.08)
Added FMODEncryptFile for those who what to make their own encrypt interface
Included exe. Sorry for the huge jump in size due to the included exe

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Ohh Thanks alot man.Really needed the FMODEncryptFile function.
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#51 icuurd12b42

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Posted 09 December 2007 - 08:01 PM

:) New! All Included! Demo and scripts. Download from second link on first post to get the full gm6 demo for easier merging with your game.
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#52 Element13

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Posted 12 December 2007 - 07:06 PM

:skull: New! All Included! Demo and scripts. Download from second link on first post to get the full gm6 demo for easier merging with your game.

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Great jobs! Thank! I'm looking for it.

and i have a question, I try to write a 3D sound program, however, i find it sounded like a singel channel sound...I mean, from the left and right sound all the same..... :angry: Am I something wrong with it? cos I'm a beginner for GM I don't know very well...
many THX
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#53 icuurd12b42

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Posted 12 December 2007 - 10:26 PM

:skull: New! All Included! Demo and scripts. Download from second link on first post to get the full gm6 demo for easier merging with your game.

<{POST_SNAPBACK}>


Great jobs! Thank! I'm looking for it.

and i have a question, I try to write a 3D sound program, however, i find it sounded like a singel channel sound...I mean, from the left and right sound all the same..... :angry: Am I something wrong with it? cos I'm a beginner for GM I don't know very well...
many THX

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FMODListenerHearsDistanceOnly(false);
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#54 icuurd12b42

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Posted 18 December 2007 - 01:25 AM

I was finally able to access my account on host-a.net. So the host-a and the hostforfood are now the same file
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#55 Glen

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Posted 01 January 2008 - 09:57 PM

It was excellent... I was looking for something like this. And this does everything I wanted and more.
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#56 icuurd12b42

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Posted 02 January 2008 - 12:24 AM

You better do something cool with it :(
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#57 piedude04

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Posted 27 January 2008 - 08:41 AM

Hey, i'm having problems with the FMODInstanceIsPlaying script. I put this code in the alarm 1 event to check wether the music is playing, and if it isn't to play a random song.

if FMODInstanceIsPlaying(music) = 0
{
FMODSoundFree(music);
music = FMODSoundAdd(choose('music\track1.mp3','music\track2.mp3','music\track3.mp3','music\track4.mp3','music\track5.mp3','music\track6.mp3','music\track7.mp3'));
FMODSoundSetGroup(music,3);
FMODSoundSetMaxVolume(music,global.music_volume);
FMODSoundPlay(music);
}

alarm[1] = 60;
But even if the music is playing, FMODInstanceIsPlaying always returns zero, so every second a new song starts. Please help ::lmao::
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#58 icuurd12b42

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Posted 27 January 2008 - 09:47 AM

try
if FMODInstanceIsPlaying(instance) = 0
{
FMODSoundFree(music);
music = FMODSoundAdd(choose('music\track1.mp3','music\track2.mp3','music\track3.mp3','music\track4.mp3','music\track5.mp3','music\track6.mp3','music\track7.mp3'));
FMODSoundSetGroup(music,3);
FMODSoundSetMaxVolume(music,global.music_volume);
instance = FMODSoundPlay(music);
}

in create
music = 0;
instance = 0;
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#59 piedude04

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Posted 27 January 2008 - 10:31 AM

awesome thanks, works great!
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#60 Mordi

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Posted 27 January 2008 - 05:06 PM

Yay. This is exactly what I was looking for! ::lmao::

Question: Is there any way to add (fading) pan to 3d sounds? I found the "ListenerHearDistanceOnly" script, but it seems like all sounds to the right of the point are immediately sent to right speaker and vice versa. It would be nice if I could make the sounds go from one speaker to the other slower, if you know what I mean?

Edited by Mordi, 28 January 2008 - 06:38 AM.

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