Re: twitter authorizing in BGT?

2020-03-24 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: twitter authorizing in BGT?

visualstudio wrote:the short answer: you can't because it requires json parsing which bgt doesn't provide (though there are ways around like calling the api with another language like php and returning the result as something else and parse it with bgt, but it requires a web hosting or so which i don't recommend (have experience with writing a translation api which used json))long answer: undead assault uses twython (I think) which is a wrapper around twitters api.also,,, python has support for parsing of json even in it's standard library so, no other languages like php.What is the problem of using a web language like php to communicate with apis besides the need to have a hosting server?Particularly I think the best option when the idea is to use languages limited in functions and resources, as is the case with bgt. There are many other scripting languages that are even more limited.If the problem is the apis, any of them can break (stop working), regardless of any more modern language or some other method.Finally, PHP has functions for parsing json, such as turning it into an object and vice versa.@ 1If you can use php for this, try to see what you can do with codebird:https://github.com/jublo/codebird-php

URL: https://forum.audiogames.net/post/511860/#p511860




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A question with sending binary data in base64 string via post?

2020-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


A question with sending binary data in base64 string via post?

Hello everyone, everything good?I'm still wondering if this will really work without processing overhead, but I haven't done any testing yet.  I would like the opinion of the most experienced.I was wanting to make an algorithm in bgt to send a small audio file (about 1 mb maximum) encoded in a base64 string to a php script, via post.On the server side, the script would take this encoded string and save it in the mysql database in the text field in a table, or else it would decode and save it as binary data in a longblob field (I still don't know which one I will to choose).The idea then would be that another php script would consult the data in the table to choose one of the stored audios and send it to the bgt with the encoded string for processing, that is, decoding and loading the sound into memory for reproduction. What happens is that, as I am still in doubt about how to store this in mysql, I also see a single problem: Sending a string in base64 via post would certainly exceed the standard php size. I can configure this on my local server, but I don't know if even being able to do it on the remote server, if it wouldn't give me processing overhead and use a lot of memory. I could store in the db the path where the files would be saved, but for that I would have to make the php script decode the string and the idea was to leave everything in the mysql.All of that would be for a game I'm developing. So, what do you think? Do I continue in this endeavor?best regards

URL: https://forum.audiogames.net/post/500065/#p500065




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Re: pro sound effects free library

2019-10-30 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: pro sound effects free library

I got it! I'm downloading right now ... 242 mb Regards

URL: https://forum.audiogames.net/post/471215/#p471215




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Yhea, I use Sony's acoustic mirror and I really like the result, including on their website was available a impulse pack that could be used for free.It is no longer available today, but I still have this material here and many other impulse files already in wav. Reaper also brings with it some very interesting guitar amp impulses.Very happy to be able to help you!Regards

URL: https://forum.audiogames.net/post/470698/#p470698




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@#45Wow, fantastic!Really the possibilities are huge and it will be very useful.Sometimes I need to quickly apply a convolution effect to an audio file, but without losing the original file and even a long time making edits.For games, this will be too good.When you're done, also write a small shell so you can use it elsewhere, like bgt for example.The parameters could be as follows:* -i, impulse file of the effect to be applied to the audio (reverb, distortion, etc.)* -sound, the input file* -output, the resulting file.[edit]Lol, I was forgetting to say that it would be nice to also have parameters to set the effect's volume relative to the original audio.regards

URL: https://forum.audiogames.net/post/470692/#p470692




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@#45Wow, fantastic!Really the possibilities are huge and it will be very useful.Sometimes I need to quickly apply a convolution effect to an audio file, but without losing the original file and even a long time making edits.For games, this will be too good.When you're done, also write a small shell so you can use it elsewhere, like bgt for example.The parameters could be as follows:* -i, impulse file of the effect to be applied to the audio (reverb, distortion, etc.)* -sound, the input file* -output, the resulting file.regards

URL: https://forum.audiogames.net/post/470692/#p470692




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Philip, I don't know if there is any library that does this, but have you ever thought of creating an easy way to generate convolution effects as we have it in audio editors? For example, a reverb generated from impulse files?You could do just as you did with vocoder by creating an executable that was operated via the command line for offline processing. What do you think?Regards

URL: https://forum.audiogames.net/post/470657/#p470657




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Re: Why is BGT no longer updated?

2019-05-24 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Why is BGT no longer updated?

@ 17 Yes, the developer said so. However, his positioning before was that bgt would continue to receive updates when time allowed, which still showed some interest in the project.HTTP://www.google.com/search?hl=en=1=UTF-8=BGT+important+updates=1=X=2ahUKEwje3uS3y7XiAhVyBtQKHWTOAmQQvwV6BAgLEAEWhat I realize is that, given the criticisms about the limitations of the tool, the developer is no longer interested in continuing development beyond the lack of time.@ 16 Yes, the developer owes nothing. I'm not charging for the updates. I'm just commenting on what the developer said when bgt was free. Incidentally, this was a gift for the whole community and some people should give some kind of satisfaction and generally are those who spend the day in the forum talking bullshit and do not program a line of code and do not know take advantage of the limitations. @ 18 You're one of them, man. Mostly you. Forcing people not to use bgt just because you do not like it is not the best way to help any developer if you do not discourage them, both the one who created the engine and those who play games with it.If you base your answers on internet searches and popular forums such as Stack Over Flow, please join those places until you think you can actually contribute something.It is for these and other things that I do not interact much here in the forum because I earnestly earn more time doing other useful things than reading answers like this that add absolutely nothing.Other people will also start doing this if they are not already doing it.

URL: https://forum.audiogames.net/post/436279/#p436279




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Re: Why is BGT no longer updated?

2019-05-24 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Why is BGT no longer updated?

In my opinion the developer should not have taken so long to advertise bgt as an abandoned project.So we would be sure he would not receive any more updates.What is the difference of a freware product from an abandonware product?Following this logic, the free would maibe receive updates and the second would not, obviously.About private patches is also something I did not quite understand. Why then does not bgt become a donationware product?Anyway ... It's sad to see such a project end up for whatever reason. We do not have many options in specific tools for creating games like bgt. And when a person wants to put out their creative ideas, what they need is just that.Learning programming languages is very important, but ultimately the creator of a game ends up being unproductive because he spends his time studying the working of modules and other complicated things, especially for those who do not have the patience.It's just my opinion ...

URL: https://forum.audiogames.net/post/436050/#p436050




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Re: Using php.

2019-03-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Using php.

@41Remember that you have to put your php code between the  Tagsif you do not, it may happen what you have described.I also suggest that you try a simple script that only displays the data that the user has filled in instead of sending by email.This is better than testing on a remote server.@33You can run mysql through phpmyadmin if you do not have a lot of practice with mysql, I prefer mysql prompt by entering the sql commands in an interactive way, including working with mysql remote. I make queries in the database of my site directly from the mysql prompt in xampp, very practical.

URL: https://forum.audiogames.net/post/421102/#p421102




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Re: Using php.

2019-03-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Using php.

@17How strange ...Is some other local service using the same port 80 of apache, which is the default?I remember I had problems with this when I used skype7, where I opened skype first and then xampp and could not access the server.I have not had a chance to run on w10, but here in w7 it works fine ...

URL: https://forum.audiogames.net/post/417927/#p417927




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Re: Using php.

2019-03-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Using php.

@17How strange ...Is some other service using the same port 80 of apache, which is the default?I remember I had problems with this when I used skype7, where I opened skype first and then xampp and could not access the server.I have not had a chance to run on w10, but here in w7 it works fine ...

URL: https://forum.audiogames.net/post/417927/#p417927




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Re: Using php.

2019-03-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Using php.

@15Go to the folder where you installed xampp and run the xampp_start.exe file.Your local server is activated. To test, type http: // localhost / or http://127.0.0.1 in your browser.If you open a xampp page, then everything is working ok.So, to test your php scripts, place them inside the htdocs folder.@7Yes, the xampp installer is not accessible, but there is the portable version that can be downloaded from sourceforge and used without any problems. I have it right here running on my thumb drive, very convenient.

URL: https://forum.audiogames.net/post/417832/#p417832




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Re: decrypting bgt stuff?

2019-03-08 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: decrypting bgt stuff?

The topic is interesting and, as already mentioned, there are those who do not want the sounds of their game to be used, especially when there is work involved that justifies this.I did not get the code that attempts to decrypt sounds, but for programmers who care about it, it's a good way to test and handle some decryption.Anyway, there will always be someone trying to hack something and that is a responsibility of each one.I have already done some tests here, opening the dump file manually in a notepad and managed to locate the key of my game.when it was customary to put it straight into a string.What I do now is as follows:1. I create a function that returns the key encoded in base64.2. At the time of calling the set_sound_decryption_key () function, I decode the base64 string that wasreturned by my function.I'm not saying it's an infallible solution, I'm just proposing a way to make it difficult. Do your tests. Here I did a search and could not locate, whether it is encoded or decoded.

URL: https://forum.audiogames.net/post/417086/#p417086




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Re: For those pure basic users

2019-02-17 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: For those pure basic users

@masonianI was very interested in how to create audiogames in purebasic.I downloaded your code and I liked the way it works.I just could not play because here gave a runtime error.I am more or less familiar with bgt, so I already have a game created with it, but I was already wanting to learn how to program in purebasic, I just could not make much progress due to lack of time.Did you or someone who program audiogames on it could do a brief tutorial? It would not have to be from the beginning as in the bgt help, but that it approached with respect to the manipulation of sounds, timers, packaging the files in a .dat etc.It would be like a transition from bgt to purebasic. In fact, I found the purebasic help structure very similar to bgt.Another thing: Is it easy to find libraries to use on it? Is there any specific place or in github it is possible to find?best regards

URL: https://forum.audiogames.net/post/412537/#p412537




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Re: Interest in an open source vocoder library?

2019-02-17 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@philip_bennefallGreat! Now it's going to make a lot easier here, with stereo carrier support. Thank you! Everything working.

URL: https://forum.audiogames.net/post/412301/#p412301




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Re: Interest in an open source vocoder library?

2019-02-15 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@64Funny!Did you test with the carrier in mono? Here the expected message only appears when the carrier is actually in stereo, whether the modulator is stereo or mono.But if the modulator is in stereo and the carrier in mono, at least here the vocoder crashes and the windows message appears that the program has stopped working.

URL: https://forum.audiogames.net/post/411850/#p411850




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Re: Interest in an open source vocoder library?

2019-02-14 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@philip_bennefallI discovered something curious, I do not know if it could be a bug:If the modulator file is in stereo and the carrier in mono, when trying to process the vocshell crashes.I did little with files recorded on my daw (Sonar) and only now that I have noticed this detail.One thing I forgot to say is that when I separate the channels from the carrier into a file, when I'm going to mount the stereo image already processed by the vocoder, I have to convert back the generated mono files to stereo to work fine.It would be interesting if the vocoder already generated the file in stereo, regardless of whether the carrier is stereo or not.This is another job that I just have to doRegards

URL: https://forum.audiogames.net/post/411629/#p411629




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Re: Interest in an open source vocoder library?

2019-02-14 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@philip_bennefallI discovered something curious, I do not know if it could be a bug:If the modulator file is in stereo and the carrier in mono, when trying to process the vocshell crashes.I did little with files recorded on my daw (Sonar) and only now that I have noticed this detail.regards

URL: https://forum.audiogames.net/post/411629/#p411629




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Re: bgt translator not working

2019-02-13 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: bgt translator not working

It might be possible to make it work using this php library. Whoever is programming, all you need to do is adjust accordingly.https://github.com/Stichoza/google-translate-php

URL: https://forum.audiogames.net/post/411557/#p411557




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Re: Function to perform pitch bending on a sound in BGT

2019-02-12 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Function to perform pitch bending on a sound in BGT

@keithwipf1Makes sense. Since I made the code a while ago, I had not thought of that at the time. Thanks for remember! lol

URL: https://forum.audiogames.net/post/411382/#p411382




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Function to perform pitch bending on a sound in BGT

2019-02-12 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Function to perform pitch bending on a sound in BGT

Hello!I share with you a function in bgt and that I am using in my game to perform pitch bending on a sound.It's very simple, follow the code below:void pitch_bend(sound@ soundfile, double value, string mode, int time){double original_value=soundfile.pitch;while (soundfile.playing and value>1 or value>200){if(mode=="up") value=value+1;else if (mode=="down") value=value-1;soundfile.pitch=value;wait(time);}soundfile.pause();soundfile.pitch=original_value;soundfile.stop();}To test, you can do something like this:#include "pitchbend.bgt"sound test;void main(){show_game_window ("Pitch bend");test.load ("filename.wav");test.play();wait (5000);pitch_bend(@test,80,"down",25);}Or else:#include "pitchbend.bgt"sound test;void main(){show_game_window ("Pitch bend");test.load ("filename.wav");test.play();wait (5000);pitch_bend(@test,test.pitch,"up",50);}I hope this is useful.

URL: https://forum.audiogames.net/post/411322/#p411322




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Function to perform pitch bending on a sound in BGT

2019-02-12 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Function to perform pitch bending on a sound in BGT

Hello!I share with you a function in bgt and that I am using in my game to perform pitch bending on a sound.It's very simple, follow the code below:void pitch_bend(sound@ soundfile, double value, string mode, int time){double original_value=soundfile.pitch;while (soundfile.playing and value>1 or value>200){if(mode=="up") value=value+1;else if (mode=="down") value=value-1;soundfile.pitch=value;wait(time);}soundfile.pause();soundfile.pitch=original_value;soundfile.stop();}To test, you can do something like this:#include "pitchbend.bgt"sound test;void main(){show_game_window ("Pitch bend");test.load ("filename.wav");test.play();wait (5000);pitch_bend(@test,80,"down",25);}Or else:#include "pitchbend.bgt"sound test;void main(){show_game_window ("Pitch bend");test.load ("filename");test.play();wait (5000);pitch_bend(@test,test.pitch,"up",50);}I hope this is useful.

URL: https://forum.audiogames.net/post/411322/#p411322




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Re: Interest in an open source vocoder library?

2019-02-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@60It was probably time to tape the carrier.I should have stretched out the notes a little more, or else I did not pauses.Then, when that happened, he cut the wheezing a little. But the modulator is ok.

URL: https://forum.audiogames.net/post/411077/#p411077




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Re: Interest in an open source vocoder library?

2019-02-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

Okay.Then there's another experiment with the vocoder, this time using the patches of my yamaha s910 keyboard.There are three examples: the first audio is my voice (modulator), the second is the carrier and the third is the result processed by the vocoder.The first carrier is stereo, but it is mono because I ended up losing the original recording while separating the channels on file, but the vocoder result is in stereo.In the last example, both the carrier and the vocoder are with the stereo image.I particularly liked the second result, where I put a tone with a bit of vibrato (keyboard modulation), leaving the most expressive result.Do not look at my poor English, please. http://dl.dropboxusercontent.com/s/rsnx … o.mp3?dl=0For now, the very suggestion would be to implement the possibility of accepting carrier in stereo, since it gave a little work.best regards

URL: https://forum.audiogames.net/post/411064/#p411064




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Re: Interest in an open source vocoder library?

2019-02-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

Okay.Then there's another experiment with the vocoder, this time using the patches of my yamaha s910 keyboard.There are three examples: the first audio is my voice (modulator), the second is the carrier and the third is the result processed by the vocoder.The first carrier is stereo, but it is mono because I ended up losing the original recording while separating the channels on file, but thevocoder result is in stereo.In the last example, both the carrier and the vocoder are with the stereo image.I particularly liked the second result, where I put a tone with a bit of vibrato (keyboard modulation), leaving the most expressive result.Do not look at my poor English, please. http://dl.dropboxusercontent.com/s/rsnx … o.mp3?dl=0For now, the very suggestion would be to implement the possibility of accepting carrier in stereo, since it gave a little work.best regards

URL: https://forum.audiogames.net/post/411064/#p411064




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Re: Interest in an open source vocoder library?

2019-02-11 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

Okay.Then there's another experiment with the vocoder, this time using the patches of my yamaha s910 keyboard.There are three examples: the first audio is my voice (modulator), the second is the carrier and the third is the result processed by the vocoder.The first carrier is stereo, but it is mono because I ended up losing the original recording while separating the channels on file, but thevocoder result is in stereo.In the last example, both the carrier and the vocoder are with the stereo image.I particularly liked the second result, where I put a tone with a bit of vibrato (keyboard modulation), leaving the most expressiveresult.Okay. Then there's another experiment with the vocoder, this time using the keys on my yamaha s910 keyboard. There are three examples: the first audio is my voice (modulator), the second is the carrier and the third is the result processed by the vocoder. The first carrier is stereo, but it is mono because I ended up losing the original recording while separating the channels on file, but the result is in stereo. In the last example, both the carrier and the vocoder are with the stereo image. I particularly liked the second result, where I put a tone with a bit of vibrato (keyboard modulation), leaving the most expressive result: Do not look at my poor English, please. http://dl.dropboxusercontent.com/s/rsnx … o.mp3?dl=0For now, the very suggestion would be to implement the possibility of accepting carrier in stereo, since it gave a little work.best regards

URL: https://forum.audiogames.net/post/411063/#p411063




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Re: BGT soundtrack experimentation

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: BGT soundtrack experimentation

@2For sure.I picked up bgt later when it was already free, but when I discovered I could make music in that arcade style with it, I really enjoyed it.I had seen very few songs made on soundtrack and thought that the tool could be better explored, especially now with the possibility of using soundtracks as a carrier files for the vocoder. I've been doing this and the result was very good.About the sounds, they are interesting yes, I liked the palacewin more and the ridin solo.A curiosity: At that time there was no possibility to put reverb to the synth, right?One of the songs I made on the soundtrack has reverb, which increases the possibilities.best regards

URL: https://forum.audiogames.net/post/410930/#p410930




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Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@55That's great!Sincerely, the results can be found in other existing vocoder solutions, including commercial ones. I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed.I really liked Reason's vocoder possibilities, but I do not think it's accessible to move.You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions.I hope we can exchange experiences in this area of music and audio production that fascinates me a lot. Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility?Thanks again!

URL: https://forum.audiogames.net/post/410830/#p410830




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Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@55@55That's great! Sincerely, the results can be found in other existing vocoder solutions, including commercial ones. I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed. I really liked Reason's vocoder possibilities, but I do not think it's accessible to move. You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions. I hope we can exchange experiences in this area of music and audio production that fascinates me a lot. Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility? Thanks again!Sincerely, the results may be better than many commercial vocoder solutions.I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed.I really liked Reason's vocoder possibilities, but I do not think it's accessible to move.You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions.I hope we can exchange experiences in this area of music and audio production that fascinates me a lot.Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility?Thanks again!

URL: https://forum.audiogames.net/post/410826/#p410826




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Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@55That's great! Sincerely, the results can be found in other existing vocoder solutions, including commercial ones. I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed. I really liked Reason's vocoder possibilities, but I do not think it's accessible to move. You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions. I hope we can exchange experiences in this area of music and audio production that fascinates me a lot. Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility? Thanks again!Sincerely, the results may be better than many commercial vocoder solutions.I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed.I really liked Reason's vocoder possibilities, but I do not think it's accessible to move.You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions.I hope we can exchange experiences in this area of music and audio production that fascinates me a lot.Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility?Thanks again!

URL: https://forum.audiogames.net/post/410825/#p410825




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Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@55That's great!That's great! Sincerely, the results can be found in other existing vocoder solutions, including commercial ones. I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed. I really liked Reason's vocoder possibilities, but I do not think it's accessible to move. You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions. I hope we can exchange experiences in this area of music and audio production that fascinates me a lot. Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility? Thanks again!Sincerely, the results may be better than many commercial vocoder solutions.I've tried 3 vocoder plug-ins, including Robe Predator, Robotronic and klang labs Vokko, the latter was the best I've ever used yet is not marketed.I really liked Reason's vocoder possibilities, but I do not think it's accessible to move.You can be sure that I'll show you the next results, yes, I'm seriously thinking about using it in future productions.I hope we can exchange experiences in this area of music and audio production that fascinates me a lot.Who knows, to be able to show some of my work and talk about virtual instruments and their accessibility?Thanks again!

URL: https://forum.audiogames.net/post/410825/#p410825




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Re: Interest in an open source vocoder library?

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@53Glad you liked it and thanks for the suggestions!Maybe I could have left the attack a little slower during the chord change, since the carrier was generated using the bgt soundtrack.On the separation of stereo channels into mono files, it makes sense.I'm going to do experiments with my Yamaha S910 keyboard and possibly a roland DX-1 I have here, but I imagine the results will be even better and it makes me very excited! Best regards

URL: https://forum.audiogames.net/post/410814/#p410814




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BGT soundtrack experimentation

2019-02-10 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


BGT soundtrack experimentation

Hello.I had posted this on the blastbay forum, but I decided to better organize the codes and post here.These are experiments with the bgt soundtrack I did some time ago, when it was still in the beginning.I hope to encourage musicians and developers to create great arcade-style songs, in fact you can achieve good results.Here is the link:http://dl.dropboxusercontent.com/s/y7ej … n.zip?dl=1Regards

URL: https://forum.audiogames.net/post/410810/#p410810




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Re: Interest in an open source vocoder library?

2019-02-09 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@51Thanks, now it worked!Really, can achieve very interesting results. See what I got in the link below:http://dl.dropboxusercontent.com/s/nu7z … t.wav?dl=1 Just bgt and a bit of editing on the soundforge.I used soundtrack to generate the carrier and in the edition I took some of the bass and increased the treble so that the wheezing appeared and, at least for me, it was a very intelligible and very pleasant vocoder.One question: Why should the carrier be mono and not stereo? I ask this because the result generated by the synth in bgt is usually in stereo, I had to convert to mono.Another thing: Is it possible, programmatically, to make the carrier size the same as the modulator? If yes, how?Regards

URL: https://forum.audiogames.net/post/410715/#p410715




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Re: Interest in an open source vocoder library?

2019-02-08 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@49The executable link in the dropbox is not working (404) and github only has the code. I do not have the compiler here

URL: https://forum.audiogames.net/post/410318/#p410318




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Re: Interest in an open source vocoder library?

2019-02-07 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@46I understood, that's what I'd thought.To test, I'm generating the carrier file using the bgt soundtrack, writing directly to a wav file. For the modulator file I am using the speech you recorded, just to test myself.However, when you type the command, the program crashes and the famous windows message appears saying that the application has stopped working.See if I'm doing it right:vocshell -c note.wav -m speech.wav -o result.wavThe code in bgt to generate the carrier file is this:#include "soundtrack.bgt"soundtrack note;void main(){note.add_channel("v84@2t80o2C");note.write ("note.wav");}Does the carrier file need to have a specific duration?Another detail that I believe is not the problem, is that when I downloaded in chrome a warning appeared that it could be dangerous, but I downloaded it anyway because I knew it was not.Thank you

URL: https://forum.audiogames.net/post/410138/#p410138




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Re: Interest in an open source vocoder library?

2019-02-06 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@philip_bennefallGreat initiative!I really like vocoders, especially the most modern ones.It would be interesting even if there was the possibility of using it as plug-in vsti, controlling the notes via midi. Here I use a vocoder plug-in that seems to have been abandoned, called VOKKO (Stereo Vocoder) from KLANGLABS, very good.Already, a question: How do I use it in shell mode? And the carrier and modulator files, what are they? Could you please give me more details?I did some testing here and it is giving error.Regards

URL: https://forum.audiogames.net/post/40/#p40




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Re: Let's learn HSP together!

2018-02-07 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Let's learn HSP together!

I must be abnormal ... lol. It seems like I like working with languages.although they have interesting advantages relation to others ...but putting everything together can do a lot of cool things!I admit I was interested in experimenting, but how to use it probably the whole ide is in Japanese language?Do you need it to program?and how do you read the compiler error messages?I would like to know more details, please.

URL: http://forum.audiogames.net/viewtopic.php?pid=351330#p351330





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Re: Blog post: Why does BGT get bashed?

2018-01-25 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

I'm going to say something here that nobody commented and I can not understand so far on bgt:we all know that the purpose of language is to simplify the creation of audiogames, which is a very boring task for both good programmersas for those who are initiating, because it does not only involve this, but also the part of sound design, development resources available, users to test and a host of other factors.has been said very well also in relation to the new resources and Technologies the creation of this process.but, being the development of games and everything in general that suffers constant changes and, in the case of bgt, a project with these objectives all this time and is now abandoned because the developer does not want to keep it or because can not continue, what is the problem then to publish the source code for more experienced programmers to have the freedom to modify and make it better and better?I wanted someone to find an answer to that question.I see this happening not only with bgt, but with many other projects cool. because it does not generate any profit even though it has interested, they will be abandoned and no one will be able to move or do anything maintain its development.This does not make any sense to me.although the blind developer community is relatively small,yes we have excellent programmers (see the developer himself who launched the project) and would certainly be committed to continuing the for a game engine getting better and easier.programming learning does not proceed in the same way for all people.bgt is helping a lot in this direction so that many of the ideas do not just stand on paper.then it stays free, works as long as it works and that's it.you can not change it, you can not do anything else.the same happens with the infestation of games created with him, in which it is evidentthe worry of how long they will still work.sincerely ... you can think of anything, even those that I do not have courage to write here and do not even want to believe.

URL: http://forum.audiogames.net/viewtopic.php?pid=349410#p349410





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Re: using indefinite amounts of sound objects in bgt, is it possible?

2017-12-19 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: using indefinite amounts of sound objects in bgt, is it possible?

thanks all.I'll use the sound_pool same.regards

URL: http://forum.audiogames.net/viewtopic.php?pid=342750#p342750





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using indefinite amounts of sound objects in bgt, is it possible?

2017-12-16 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


using indefinite amounts of sound objects in bgt, is it possible?

staff, greetings to all.my question may be kind of silly, but I have the following situation:one BGT script in which I need to use multiple sound objects without knowing exactly how many.the problem is that if I use only one sound object, I will not play more than one sound at the same time.if I declare 10 variables as a sound object, in that case I just go have how to use 10 sounds at the same time, right?but in the case of having to use an indefinite quantity of objects of sound, what would be the solution?for example, a bgt script that mimics a piano, where I need tomultiple sound objects to play multiple notes at the same time. It is a type of case where I can not know exactly how many objects sound I'll need to use.I hope you have understood my doubt.greetings,Gabriel

URL: http://forum.audiogames.net/viewtopic.php?pid=342310#p342310





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Re: Ride, new code editor for blinds

2017-12-09 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Ride, new code editor for blinds

@Ethin@23if this possibility existed for the creation of graphic interfaces in bgt, would you still say that this would be a problem?Because then the existence of commands that produce dialog boxes and input boxes?autoit is by no means a programming language and can do graphical interfaces.the game operation blacksqware was made with it, totally out of the purposes for which the autoit was done.I've seen a kind of "keylogger" done simply in autohotkey.the code itself may not be anything malicious, but behaves like this from the point of view of those who observe its functioning.so let's face it: creativity overcomes any limit.if it is not in bgt, maybe it will be in conjunction with another tool.but that is not necessarily why people need a true programming language to do things.we will arrive at a point where anyone will be able to program a computer and develop its ease. It is only to see how the specific languages for a certain task are being used.I can create a song in bgt and this need not necessarily be the music of a game.I can create a simple sound mixer where I can adjust pitch and pan, yet which runs ogg or wav files.Is there a problem with that?I'm already preparing a "code formater" in bgt for my personal use.it will convert already tiped single blocks of code to a well-indented code and vice versa.may not be useful for you, but for me it will help me a lot.and sorry, but you certainly did not come from the MS-DOS era when you programmatically using bat scripting.it was so much fun that some still believed they were programming really.then say that you can not make a code for a foreign language of its purposes, is totally irrelevant.depending on the cases, what you want to do is much simpler than creating an audiogame.

URL: http://forum.audiogames.net/viewtopic.php?pid=341546#p341546





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Re: Ride, new code editor for blinds

2017-12-09 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Ride, new code editor for blinds

@Ethin@22if this possibility existed for the creation of graphic interfaces inbgt, would you still say that this would be a problem?Because then the existence of commands that produce dialog boxes andinput boxes?autoit is by no means a programming language and can dographical interfaces.the game operation blacksqware was made with it, totally out of thepurposes for which the autoit was done.I've seen a kind of "keylogger" done simply in autohotkey.the code itself may not be anything malicious, but behaves like thisfrom the point of view of those who observe its functioning.so let's face it: creativity overcomes any limit.if it is not in bgt, maybe it will be in conjunction with another tool.but that is not necessarily why people need atrue programming language to do things.we will arrive at a point where anyone will be able to program acomputer and develop its ease.It is only to see how the specific languages for a certain task arebeing used.I can create a song in bgt and this need not necessarily bethe music of a game.I can create a simple sound mixer where I can adjust pitch and pan, yetwhich runs ogg or wav files.Is there a problem with that?I'm already preparing a "code formater" in bgt for my personal use.it will convert already tiped single blocks of code to a well-indented code andvice versa.may not be useful for you, but for me it will help me a lot.and sorry, but you certainly did not come from the MS-DOS era when youprogrammatically using bat scripting.it was so much fun that some still believed they were programmingreally.then say that you can not make a code for a foreign languageof its purposes, is totally irrelevant.depending on the cases, what you want to do is much simpler thancreating an audiogame.

URL: http://forum.audiogames.net/viewtopic.php?pid=341546#p341546





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Re: Ride, new code editor for blinds

2017-12-07 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Ride, new code editor for blinds

with respect: some here should better analyze the concept thatif it has on the purpose of programming languages and scripting.It is clear that bgt is a language made specifically foraudiogames. but that does not mean that I can not do otherthings outside of this, always within the purposes and limitations oflanguage for certain tasks.for example, nothing prevents me from making some malicious code for morewhich sucks, far from what other languages can do.I can use bgt in conjunction with php and the story is already another.I can create very interesting sound interfaces that need not benecessarily games.Who says this is someone who broke their heads for a long time to seeanything useful and productive that was being compiled in a standaloneexecutable and distributable, as bgt does.so let's look at this another way: whoever has seen the codes that II posted here know that they certainly have nothing to do with the purpose of bgt.but were made in bgt.if you think you should use it for games or anything else that might beproduced in bgt? use!you can create a pure text editor that saves the final result inhtml only with bgt? so do it!no language takes away the potential of people to create thingsinteresting and that make things much easier.

URL: http://forum.audiogames.net/viewtopic.php?pid=341359#p341359





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Re: Ride, new code editor for blinds

2017-12-03 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Ride, new code editor for blinds

@Rastislav KissHi friend! okay?very cool your initiative!will really help many developers who are starting in the programming area.my situation is a bit different and so I'm here to ask for your help.I wanted to create a bgt code that would work as a code formatter.it would parse an already typed text in another editor and then sort out what was wrong, such as placing indentations when necessary, saving already formatted code.I even tried to do something about it but it did not work.perhaps, if you could send me the code of your editor, I could have a better idea of how to develop this.I wanted to do this because I use a different editor than the traditional editors for windows, from a spoken operating system created by Brazilians, called "dosvox" and I really like the feedback fromthis editor, as well as the native language of this system to program.I can perfectly identify the punctuations and symbols in a continuous reading which is not always guaranteed in a windows editor with screen readers and depending on the synthesizer used.if you are interested in helping me with this, I would be very grateful!my opinion is that any alternative that comes to make things easier is very welcome. it can not be said that one tool is better or worse than the other because we are talking about different people withdifferent facilities, difficulties and needs.congratulations one more time.

URL: http://forum.audiogames.net/viewtopic.php?pid=340986#p340986





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Re: Functions for playing multimedia files in bgt using MCI

2017-05-26 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Functions for playing multimedia files in bgt using MCI

brian.kurosawa wrote:@Gabriel i don't recommend use of mp3, mainly for looping purposes.Yes, for more complex things it may not be a good option. But maybe for a basic playback without needing a conversion, it's a good alternative. In case you need to convert mp3s to work directly with the bgt sound class, a good day is to use mpg123, which does this almost at the speed of light. Lol. Of course the machine's processing speed also helps a lot.greetings

URL: http://forum.audiogames.net/viewtopic.php?pid=312694#p312694





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Functions for playing multimedia files in bgt using MCI

2017-05-26 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Functions for playing multimedia files in bgt using MCI

Hello everyone, saldations to all!This code I'm going to share, I did based on an existing bgt class called "ultrarec" I found out there.This class allows you to record audio directly in bgt using the windows MCI interface, which allows you to perform operations with multimedia files, of the most diverse.I was thinking about this that I decided to quickly write functions to play supported files, such as mp3 for example, besides being able to work with other mci commands, all with bgt.I want to thank the creator of the ultrarec class for making it easy to access some functions of the winmm.dll library.To use the script, it's quite simple:load: Loads a multimedia file. For example: test.mp3, music.wav or music.mid.Returns true if successful or false if error occurs.Play:  Play the previously loaded file, without waiting for the playback to finish.Returns true if you have been able to play or false otherwise.play_wait: It plays the previously loaded file and waits for the file to finish playing. Returns true if you have been able to play or false otherwise.is_playing: Returns true if the file is playing or false otherwise.Stop: For file playback. Returns true on success or false in case of an error.send_command: Sends an MCI command to execute. Returns a string containing the result. This function came from the original class and had almost no modifications.It is!Download the script here:https://www.dropbox.com/s/ne7tiqsox136t … r.rar?dl=1Along with it has another file demonstrating how it works.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=312688#p312688





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Re: BGT Voice Chat

2017-05-23 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: BGT Voice Chat

Sam_Tupy wrote:yes, it's been done recording with winmm. It's not very practicle though. search on google for winmm.dll MSI_SEND-STRING simple recording and you should probably find stuff. This function works with BGT. I've scene it not work though on ocasion, but it does most of the time.Did you mean the "mciSendStringa" function of winmm.dll?It seems to be a solution to use the MCI (media control interface) in bgt, which would allow to perform operations with multimedia, of the most diverse.I've worked with it in an interpreted scripting language, where it was only necessary to pass the MCI commands. In case with the use of dll, that would be exactlyit.MCI command examples:Set cdaudio door openPLAY CDAUDIOStatus CDAUDIO number of tracksAnd here's more details on using the mciSendString function. As bgt works with unicode lan
 guage the function would be mciSendStringa.HTTPS://msdn.microsoft.com/pt-br/enl/ibrary/windows/desktop/dd757161(v=vs.85).aspxgreetings

URL: http://forum.audiogames.net/viewtopic.php?pid=312367#p312367





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Function to strip html tags in BGT

2017-05-23 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Function to strip html tags in BGT

Hello guys!I had already posted this code made by me in the blastbay forum, but I put it here anyway because it can be very useful for someone.After much thought on how I could do this, I finally succeeded!I needed a lot to develop an algorithm to escape html tags, since I've been working a lot on bgt lately, but separating information from html tags was very tedious!So, this script strips html tags from a string. In other words, you can get back the string only with text of pages.Please note that this is a very simple code, which escapes almost all html tags, but codes that work on the client side (_javascript_, css, and so on) can remain in the text. Even so, this helps a lot to search for some information that you know is on the page, for example, but that can change places, so it is very complicated to intercept with the html tags.That said, so that you have no doubt how to use this code, a brief explanation follows:Create a script with any name and add this code below:#include "strip_tags.bgt"http t;string test;void main(){test=t.get("http://www.blastbay.com/bgt.php");while (t.progress) test+=t.request();strip_tags(test);alert ("test",string_with_tags);}If you want, you can take this last statement, just to show the result of the page already without the html tags. The string_with_tags variable is global, and it is with it that you get the result.That simple!This function even exchanges some special characters in the html (, , etc), by the original characters (á, é, etc).There may be others that need to be added, so anyone who wants to tinker with the code and contribute, can feel free!Download Link:https://www.dropbox.com/s/2f4huy7y7gqaq … s.bgt?dl=1Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=312319#p312319





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Re: helpful includes pack for bgt

2017-05-23 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: helpful includes pack for bgt

Strange ... I'm putting the skype address that you gave me kianoosh.shakeri2, but did not find anything. I removed the number 2 and found 4 results. Which one ofthem is you?If you prefer you can try adding me there:dj.gabriel17Thank you!

URL: http://forum.audiogames.net/viewtopic.php?pid=312317#p312317





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Re: Alternatives to working with https protocol with bgt

2017-05-22 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Alternatives to working with https protocol with bgt

The problem is that this does not work for some websites. If you try to switch from https to http, some use redirection and the address returns to https...

URL: http://forum.audiogames.net/viewtopic.php?pid=312205#p312205





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Re: BGT Voice Chat

2017-05-22 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: BGT Voice Chat

Exactly. Even making a conversion later, in general, the recordings would need to be very short. I've seen oggenc2.exe being used by some applications and games, but I find the conversion of it too slow already for 2, 3mb files.The ideal would be to record directly to a format with compression, such as ogg or mp3.There is even a command line utility called "mpg123", in which there is a parameter to play the output of an mp3 to wav. He does it very, very fast! In a matter of seconds you have a great mp3 file for wav ...

URL: http://forum.audiogames.net/viewtopic.php?pid=312204#p312204





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Re: now, easily use bgt's network feature

2017-05-22 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: now, easily use bgt's network feature

Congratulations on creating this class, it will really make it much easier to use the network in bgt! Very good.I'm doing some experiments here, would you or anyone could help me with these two codes? They are very simple:Here is the client code:#include "net.bgt"net n;void main(){n.connect("127.0.0.1",35535);n.create_client(1,1);while (true){wait(10);n.request();show_game_window ("Test client");if(n.is_disconnected()) alert ("ERROR","Not connected");}wait (10);}And this is the server code:#include"net.bgt"net n;void main(){n.set_port(35535);if(n.create_server(1,1)) alert("ok","sercer created");while(true){show_game_window("Test server");n.request();if(n.is_connected()) alert("uau","Client is connected to the server")
 ;}wait (10);}As you can tell, in the server code, an alert would have to appear when a client connects to it. However, only the alert appears that the server is connected.In the client, at least here, an alert should appear when it can not connect to the server, but this is not happening, even with the server inactive.I'm doing the tests on my local machine myself and the first time the windows firewall appeared and I allowedaccess.What am I doing wrong?Thank you!

URL: http://forum.audiogames.net/viewtopic.php?pid=312174#p312174





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Re: Alternatives to working with https protocol with bgt

2017-05-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Alternatives to working with https protocol with bgt

@cartertemmThanks, I did not know wget had this parameter. I'm going to do some experiments here.Regards

URL: http://forum.audiogames.net/viewtopic.php?pid=312123#p312123





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Re: BGT Voice Chat

2017-05-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: BGT Voice Chat

I also wanted to be able to add some way to be able to record audio in my bgt codes.I know that sox, which is a command line program, can record audio, but maybe it is better to use some dll itself.The problem is that, from what I've been noticing, if doing it with Wimm.dll will be a bit trickier because it requires you to call other functions and pass andlers.Searching the net I found a library called BASS Stream Recorder. I'm trying to understand the documentation to be able to try something with bgt, but I still have not had much success when working with dll's, because it's a little advanced area for me and it's usually common for more experienced programmers ...Regards

URL: http://forum.audiogames.net/viewtopic.php?pid=312120#p312120





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Re: helpful includes pack for bgt

2017-05-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: helpful includes pack for bgt

Too bad ... No links are working ...

URL: http://forum.audiogames.net/viewtopic.php?pid=312092#p312092





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Re: Settings file in BGT

2017-05-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: Settings file in BGT

jonikster wrote:Hello!Prompt please, as in BGT to make a file of settings. For example, I have a file with the following content:Name = JohnHp = 100How in BGT to download and use these settings?P.s. The file object is signed, but I do not know how to get name, hpThanks in advance!I recommend that you use escape characters, such as return (\ r) and newline (\ n), to use as a separator in order to split the information with the string_split function.In a file you can do something like:config1=sometingconfig2=sometingconfig3=sometingAnd then you could have in your code something likestring[] config;file configs;configs.open (config.txt","r");config=string_split(configs.read(),"\n",false);configs.close();And then you can make conditions likeif (config[x]=="config0=yes"){//do someting}else if (config[x]=="config0=no"){//do someting}I hope I have helpedRegards

URL: http://forum.audiogames.net/viewtopic.php?pid=312078#p312078





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Alternatives to working with https protocol with bgt

2017-05-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Alternatives to working with https protocol with bgt

Hello everyone, saldations to all!Well, I am new to the forum, so I apologize if there is already a topic talking about it.I started to become familiar with bgt at the end of last year and I'm using it intensively to create interesting things that are not necessarily games yet, but some useful utilities mainly with audio interfaces that is what can be done better And more easily with it.I can post other topics with more detail about this if someone is interested to make your contribution.During my studies and practices, I realized that it is not possible to access pages and sites that use the https protocol, as is the case of this site. BGT hangs and a system error message appears saying that the program has stopped working etc etc.I assume you should have noticed this already and would like to hear from you to see if there are any other alternatives that can solve this problem.I thought about using Wget along with bgt, but my question is a
 bout sending information via post as is done with the http object. In fact, I think it would be agood solution.But will wget work in background mode?I've tried some command line applications and ffplay for example does not work in background mode when run by the run () function.What do you think?Regards

URL: http://forum.audiogames.net/viewtopic.php?pid=312076#p312076





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Re: small BGT class to send iOS notifications

2017-05-21 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: small BGT class to send iOS notifications

Beautiful! This code is really very useful.I just have not understood how notifications are sent to devices. Would it be through this application for Mac or IOS that the user would have to download?Thank you and congratulations for the work.

URL: http://forum.audiogames.net/viewtopic.php?pid=312065#p312065





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Re: lets code, we're trying the folder again

2017-05-20 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: lets code, we're trying the folder again

cartertemm wrote:25 and 27:I'd be willing to create a github repository to keep BGT includes and the like,, of course upon request from the code author. Hopefully by using github, we won't have to worry about broken DB links, deleted files, and no longer existent servers.Yes, I'm a php programmer and I find a lot of useful stuff there. Github is the inspiration for creating interesting projects and, at least in other programming languages, has a very active community. I think bgt has great potential for that as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=311851#p311851





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Re: lets code, we're trying the folder again

2017-05-19 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: lets code, we're trying the folder again

@sorresseanYou think like me! I fully agree. I already gave this suggestion in a topic that I created in the blastbay forum, but it seems that no one else visits that spaceand the good stuff that was there is lost too.This is really frustrating. I as a new user, got the bgt almost dying and can not find a centralized place where I can find codes, libraries and the like to use.That's why I decided to participate in this forum.Hopefully the developers can think it over with great affection.Here is the topic where I gave this suggestion:http://www.blastbay.com/forum/viewtopic.php?id=1790greetings

URL: http://forum.audiogames.net/viewtopic.php?pid=311709#p311709





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Re: lets code, we're trying the folder again

2017-05-17 Thread AudioGames . net ForumDevelopers room : gabriel-schuck via Audiogames-reflector


  


Re: lets code, we're trying the folder again

Hello!I am new user in this forum and would like to have access to this folder, since I am looking for materials that can be availed with bgt, both for study and for use in my projects.I discovered this language at the end of last year after it became free and since then I have difficulty finding related content.If this is still active, would you please add me?I'll be very thankfull.My email is:gabrielschuck.tecladi...@gmail.com

URL: http://forum.audiogames.net/viewtopic.php?pid=311453#p311453





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