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Messages - UnusualCadence

#1
Aha, thanks for confirming! I guess there's something up with wav playback in AGS. I've switched over to ogg now, and everything is working perfectly!
#2
How curious! I've set up a totally fresh script to trigger and stop the music clips using keys, as you are doing in your example - but when I call the Stop() function on either mainmus[0] or mainmus[1] when both clips are playing, both channels will be stopped.  I'm using the latest 3.4.0.7 beta, incidentally!

Edit: OK, this bug seems to be specific to using .wav files. As soon as I imported an .ogg file, the issue went away, hooray! However, I was hoping to use wav as the Seek and Position functions are sample accurate with that file format, unlike the compressed formats.
#3
No confusion (other than creating some in my post!), I'm just using lazy psudeo-code in my post :)

Yes, I'm using an array of AudioChannels (which I've named 'mainmus' in my prototype script):
Code: ags

mainmus[musicChannel] = aTest.PlayFrom(22050 * FloatToInt(music_PositionDelta,  eRoundDown),  eOnce);

...to start a track, and then later,

Code: ags

mainmus[stopChannel].Stop();

To end it, which stops all clips that are named 'aTest' regadless of which channel they're playing on.

I've tried it alternating between the original aTest clip and a duplicate called aTest1 and it works as I'd expect with the tracks looping seamlessly with a nice little crossfade, so I'm hoping that this is a bug in the system that can be easily squashed :)
#4
Hello! Hopefully someone here can help with a slight engine conundrum!

I'm messing around with the audio system attempting to implement some smart music looping/sequencing setup, that allows me to set loop points in a music track and jump between them. Using an internal bar and beat tracker, this works really well when Seeking in one music track - however, I also want to add in a short crossfade to make this jump seamless. I thought I could do this by adding an extra AudioChannel, loading the same clip in to both and doing a custom fade-in/fade-out on the individual channels, but unfortunately it seems that when I call "AudioChannel[].Stop();", this stops the clip on both channels. I'm hoping this is just a bug, as it's possible to do AudioChannel.PlayFrom() on the same channel over and over and have the music track play again and again until you run out of voices (hence the need for Stopping!)

If this is not a bug and intended behavior, can anyone think of a way around this that doesn't involve having a duplicate of every music clip?
#5
Does setting the Sprite Cache option in winsetup to it's highest setting help with the thrashing? 100mb of memory doesn't seem so unfair to reserve these days.
Playing around with some walking animations and jerky movement is apparent with MovementLinkedToAnimations set to True (and looks weird if set to false!). Not the end of the world or anything, might even be diminished with adjusting the delay per frame. Either way, big improvement!
#6
I've been playing with the new resolutions - very impressed with it indeed! AGS looks quite beautiful in 1080p :) It seems to be very flexible and robust scaling upwards and downwards, so you have my full thanks for making headway on one of the biggest things holding AGS back!

Are there any major bottlenecks I should be aware of in terms of rendering at higher resolutions? I'm assuming that the D3D9 mode is hardware accelerated, and graphics cards these days shouldn't have any issues... but all the same, there might be something I'm unaware of.
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