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Xe Audiere [update 22.02.10]


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#1 PsichiX

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Posted 02 January 2010 - 10:17 PM

XeAudiere is a wrapper for Audiere audio engine (free also for commercial usage!) with XenoN Core Framework.
It support audio file formats such as: Uncompressed WAV, Uncompressed AIFF, Ogg Vorbis, FLAC, MP3, MOD, S3M, IT, XM.
Audio elements:
* Music - Small data portion of big file (streaming).
* Sound - All data of small file.

It can also read ID3v1 tags.

Download: http://www.gmclan.or...s/XeAudiere.zip

Edited by PsichiX, 22 February 2010 - 12:55 PM.

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#2 Postality

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Posted 03 January 2010 - 03:01 AM

Not much OGG support out there. I currently use Super Sound System but I'll give this a try if it's free to use including commercially.
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#3 antidote

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Posted 03 January 2010 - 03:15 AM

Postality Audiere = Free Open Source. The license is LGPL
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#4 freko

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Posted 03 January 2010 - 01:42 PM

Does it support file streaming?
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#5 PsichiX

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Posted 03 January 2010 - 02:04 PM

Music elements are for streaming files (big files - small portions - streaming) :wacko:
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#6 freko

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Posted 04 January 2010 - 07:23 AM

Gr8 thats what I needed
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#7 DJ Gman

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Posted 05 January 2010 - 12:31 AM

Nice wrapper, how do you get the music's position in milliseconds?
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#8 Sindarin

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Posted 08 January 2010 - 09:59 AM

Did you use the latest stable source of audiere? I heard the sources over svn have some kind of bug.

Can you please add an argument to the initialization function to specify the directory of the "audiere.dll", I wish to have all dlls and such in my temp_directory and also turn this into an extension.
Like,

XaudioInit(temp_directory+'\XeAudiere.dll', temp_directory+'\audiere.dll');


or wrap the audiere.dll inside the XeAudiere.dll.

Thanks.

Edited by Sindarin, 08 January 2010 - 10:10 AM.

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#9 PsichiX

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Posted 10 January 2010 - 02:11 PM

Did you use the latest stable source of audiere? I heard the sources over svn have some kind of bug.

I think that I used some of the earlier versions.

Can you please add an argument to the initialization function to specify the directory of the "audiere.dll", I wish to have all dlls and such in my temp_directory and also turn this into an extension.

Ok, I will do this. Thanks for tips ;)

Nice wrapper, how do you get the music's position in milliseconds?

I will add this feature soon, because for now it's impossible to get audio bit rate ;p

Edited by PsichiX, 10 January 2010 - 02:13 PM.

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#10 PsichiX

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Posted 22 February 2010 - 12:54 PM

Update to version 1.7!
New feature: set pitch (and music/sound speed). Max 2x faster and 2x slower. Example (Shift and Control keys) show how to use pitch :D
Download link in first post ;P
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#11 epicCreations

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Posted 24 February 2010 - 07:35 AM

Genius! I like it.
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#12 Mr. R

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Posted 24 February 2010 - 10:02 PM

I would use this if it had the ability to play files from other directories. I had to find out that it couldn't myself, and it was disappointing. And I really appreciate what you've done to make a wrapper for a sound module DLL which is released under a free license!!
Also, no source code? Blasphemy!

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#13 freko

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Posted 25 February 2010 - 04:48 AM

Why do you want the source code for, unless you are using it in another enviornment.
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#14 PsichiX

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Posted 25 February 2010 - 06:27 AM

audiere is released under LGPL, and i don't make any changes in source code of audiere, so I don't need to release source code of XeAudiere :mellow:
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#15 fire_soul453

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Posted 27 February 2010 - 03:26 PM

Finally! One DLL that can play ogg, mp3 and do streaming while being free for commercial use!
I been wanting this for a while.
Thanks!
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#16 Kombowz

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Posted 06 April 2010 - 06:34 PM

Is there any way you can make this into a single DLL?
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#17 MatrixQuare

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Posted 13 April 2010 - 06:40 PM

It seems to be unstable and prone to random crashing when using OGG's (which were exported using Audacity). I can't seem to see a pattern, sometimes it crashes, other time it doesn't, all under the same circumstances...

EDIT: So I found out the *REASON* why it *sometimes* crash. If you poll "XmusicIsPlaying" during the step event, then there's a chance that it will fail and crash the game. What I did to bypass this "bug" was to simply move it from the step to alarm, and set the alarm to poll "XmusicIsPlaying" every 10 steps.

Edited by MatrixQuare, 13 April 2010 - 11:59 PM.

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#18 PsichiX

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Posted 14 April 2010 - 07:39 AM

MatrixSquare, thanks, i will fix this soon :)

Is there any way you can make this into a single DLL?

when i fix Audiere for static library compilation

Edited by PsichiX, 14 April 2010 - 07:40 AM.

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#19 MatrixQuare

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Posted 15 April 2010 - 01:05 AM

MatrixSquare, thanks, i will fix this soon :)

Awesome, hopefully my game will stop crashing after the fix :(!
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#20 death-droid

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Posted 16 July 2010 - 10:08 AM

The download link isn't working for me
EDIT:
Nevermind its working fine now.

Edited by death-droid, 16 July 2010 - 10:10 AM.

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#21 smind44

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Posted 16 July 2010 - 05:17 PM

This is great. We needed a free alternative to FMOD :)

Is there a way to seek within a MOD (or XM, etc..)?
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#22 Vile Smile

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Posted 10 May 2011 - 04:30 PM

This was very helpful! Cut my game's file size in half by allowing me to use .ogg.

Keep up the good work! :)

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#23 coco13

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Posted 08 August 2011 - 12:03 AM

If this really is as good as everyone says it is i will gladly switch from supersound.

VERY GOOD! Thats it! Im done with supersound for good!

Btw is there a logo i could use to credit this engine in my game. A logo like fmod has.

Edited by coco13, 08 August 2011 - 12:45 AM.

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#24 bbuubbi

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Posted 20 August 2011 - 01:48 AM

just a question: can the engine READ the current volume of the music like a equlizer?
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#25 mads2194

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Posted 25 August 2011 - 08:57 PM

For me it crashes randomly when I play some sound files.
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#26 Glen

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Posted 08 September 2011 - 02:06 AM

This is great. Glad we finally have a free sound engine. The license on all the other quality sound engines were not practical for the average indie developer looking to do something with their projects. Definitely going to put this to use. Much appreciated.
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#27 duhprogrammer

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Posted 24 May 2014 - 09:02 AM

Great. VERY GREAT! it's awesome! thanks a lot for this sound engine!


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#28 RangerX

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Posted 26 March 2015 - 05:25 AM

So what's the best approach to this sound DLL? 

 

- Should I load all my sound effects at first and then any object plays them or every object should load its needed sound effect? (the later would have a sound loaded into memory multiple times, I guess its not good?)

- Maybe sounds can be loaded into global and then played by multiple objects? (and what about if more than one object tries to play the same global sound?)

 

Sorry if this is noobish but I am just starting with those sound DLLs. 


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#29 RangerX

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Posted 30 March 2015 - 06:47 AM

What is the use of "XMusicCleanup" and "XmusicFree" ? What's the difference between them? 


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