Fourteen Years of Service
Posts: 1,475
Threads: 91
RE: ArkBlast Countdown - Console Game 04-29-2013, 09:06 AM
#52
Spent most of the weekend writing an extended console class. The one that they give you is a piece of junk for anything more advanced. The console supports RGB color values, yet, that kind of implementation has to be created on your own through related API functions. It's been annoying me though, I stayed up too late working on this yesterday so I slept in, however, I'll probably be up late again working on this. It's the only time of the day where I have complete concentration without distractions.
Once I get all of the core sh*t written up, making visible progress will be something a bit more satisfying. I'm writing the "engine" for the game right now though, along with some other stuff that allows me to interact with the console output buffer a bit easier...
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Fourteen Years of Service
Posts: 1,475
Threads: 91
RE: ArkBlast Countdown - Console Game 05-15-2013, 02:10 AM
#54
Minor setback... I'm using a custom format to play compressed audio streams, and I just realized that there might be no way to play 2 (or more) sounds at once asynchronously the way I am doing it (damn SoundPlayer class). I either have to just use wav, or implement something with DirectSound maybe... F****ck... :headbash:
Waste of time creating a good wrapper class for sound management. If I scrap this class I made, I'll probably make this a commented note, and store it away for something else.
edit: It appears that the SoundPlayer class is a wrapper for the mmioAscend, mmioClose, mmioDescend, mmioOpen, mmioRead, and PlaySound functions from winmm.dll. I might just use mciSendString for wav files. Managed DirectX and using DirectSound could give me lots more maneuverability though on the kinds of sounds I could make and the effects too though....
edit: Though using mciSendString though doesn't give me looping by default.
edit: Using DirectSound is going to suck though in C#... Lots of setup before I can even begin to play a sound.
Any suggestions here??? I could add a reference to wmp dll's and play more than one sound asynchronously this way, but I'd rather not do that as this would seem like a limitation to me. I would only be able to play formats that wmp would recognize unless I could dynamically convert or use other codecs, and that's a bit choppy in my opinion...
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Fourteen Years of Service
Posts: 1,475
Threads: 91
RE: ArkBlast Countdown - Console Game 05-15-2013, 02:10 AM
#55
Minor setback... I'm using a custom format to play compressed audio streams, and I just realized that there might be no way to play 2 (or more) sounds at once asynchronously the way I am doing it (damn SoundPlayer class). I either have to just use wav, or implement something with DirectSound maybe... F****ck... :headbash:
Waste of time creating a good wrapper class for sound management. If I scrap this class I made, I'll probably make this a commented note, and store it away for something else.
edit: It appears that the SoundPlayer class is a wrapper for the mmioAscend, mmioClose, mmioDescend, mmioOpen, mmioRead, and PlaySound functions from winmm.dll. I might just use mciSendString for wav files. Managed DirectX and using DirectSound could give me lots more maneuverability though on the kinds of sounds I could make and the effects too though....
edit: Though using mciSendString though doesn't give me looping by default.
edit: Using DirectSound is going to suck though in C#... Lots of setup before I can even begin to play a sound.
Any suggestions here??? I could add a reference to wmp dll's and play more than one sound asynchronously this way, but I'd rather not do that as this would seem like a limitation to me. I would only be able to play formats that wmp would recognize unless I could dynamically convert or use other codecs, and that's a bit choppy in my opinion...
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Fourteen Years of Service
Posts: 1,475
Threads: 91
RE: ArkBlast Countdown - Console Game 05-15-2013, 02:10 AM
#56
Minor setback... I'm using a custom format to play compressed audio streams, and I just realized that there might be no way to play 2 (or more) sounds at once asynchronously the way I am doing it (damn SoundPlayer class). I either have to just use wav, or implement something with DirectSound maybe... F****ck... :headbash:
Waste of time creating a good wrapper class for sound management. If I scrap this class I made, I'll probably make this a commented note, and store it away for something else.
edit: It appears that the SoundPlayer class is a wrapper for the mmioAscend, mmioClose, mmioDescend, mmioOpen, mmioRead, and PlaySound functions from winmm.dll. I might just use mciSendString for wav files. Managed DirectX and using DirectSound could give me lots more maneuverability though on the kinds of sounds I could make and the effects too though....
edit: Though using mciSendString though doesn't give me looping by default.
edit: Using DirectSound is going to suck though in C#... Lots of setup before I can even begin to play a sound.
Any suggestions here??? I could add a reference to wmp dll's and play more than one sound asynchronously this way, but I'd rather not do that as this would seem like a limitation to me. I would only be able to play formats that wmp would recognize unless I could dynamically convert or use other codecs, and that's a bit choppy in my opinion...
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Fourteen Years of Service
Posts: 1,475
Threads: 91
RE: ArkBlast Countdown - Console Game 05-18-2013, 01:36 AM
#60
Since I can only play one sound at a time, my idea was to stop the bgm, play the sound, then play the bgm at the last location. Unfortunately, even this has been a pain in the a$$. What I tried to do was take the stream, decode it, find the offset, take that portion of the stream, re-write the WAV header to the front, and play it back. This is not good though... I didn't get any suggestions still, so I'm still working on seeing what I can do about this, avoiding DirectX until I run out of any other options. Implementing DirectX at this point would be a bit of work.
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