Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

First, HRTF is now off by default.  You have to turn it on.  This, as well as how to do it, is in the 0.8 release notes.  As established previously, it's not that great, but the difference from stereo is still very obvious.  The magic Python line is:source.panner_strategy = PannerStrategy.HRTFI will be adding support for defaulting that in the near future because it's easy and it's stupid that I haven't already.Second, the weirdness with properties is documented here and how it changed was documented in the 0.8.x release notes.I have to take a moment and ask why no one reads the manual or the release notes, despite presumably having had to read it in the first place for the tutorials?  Having to explain some of this over and over is getting really old really fast.  The manual maybe isn't the best, but it's definitely answering most of the questions I get asked if you just actually read through it.

URL: https://forum.audiogames.net/post/603340/#p603340




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yes, they're just atomic loads and stores, from what I can gather. It should take less than 100 ns to load and store them, though you still should avoid it.

URL: https://forum.audiogames.net/post/603334/#p603334




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Correct me if i'm wrong, but reading properties should not be as slow anymore as it used to be since 0.8.x. I thought you should be safe reading from them now.

URL: https://forum.audiogames.net/post/603295/#p603295




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@67oh ok. i will check out now. and, camlorn, are you planning to bring creating our own buffers in nere by versions or directly in to milestone?sorry if i have not read any posts

URL: https://forum.audiogames.net/post/603272/#p603272




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@66There is already HRTF:Create yourself a context, and a Source3D, and attach a generator to the source. You can change the position of the source to move your sound about. Change the position of the listener by changing the position property of the context.Just try not to rely on reading the properties. Camlorn can't make them read any faster, and you can get tripped up if you think you can rely on them.For example:generator.looping = True
assert generator.looping is TrueThat code will raise an error. Put a call to sleep in there (0.2 seconds is more than enough), and you get the right value.Just save yourself a headache and maintain state elsewhere.

URL: https://forum.audiogames.net/post/603264/#p603264




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

i see no hrtf for back, front and up, down. i use source_3d. so, sorry, i have not read all the posts so, if this is already not suggested, please bring it.again and again, thankyou so much for your on going worrk. please keep it up.

URL: https://forum.audiogames.net/post/603255/#p603255




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

i see no hrtf for back, front and up, down. i use source_3d. so, sorry, i have not read all the posts so, if this is already not suggested, please bring it.

URL: https://forum.audiogames.net/post/603255/#p603255




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Re: Help decide what will be in Synthizer 1.0

2020-12-31 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@64I hear what you're saying about adopters. Much better that Synthizer can be shown off all round, rather than "here's this one great feature, but nothing else is there yet".

URL: https://forum.audiogames.net/post/603228/#p603228




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yeah, Synthizer's implementation is lacking me spending a Saturday tweaking the normalization scripts.  But every time it started getting near the top of the list, people would start in "but what about Reverb" "but what about events" etc.  It's just  a preprocessing problem, the C++ part is literally already ready.  But I go off what people want for prioritizing because unblocking potential adopters is valuable at this stage, as we've already seen with the recent issues around crashes etc.

URL: https://forum.audiogames.net/post/603176/#p603176




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@61Now I'm using Synthizer more, I begin to care about HRTF, for what it's worth.

URL: https://forum.audiogames.net/post/603173/#p603173




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net Forum — Developers room : SemihBudak via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

camlorn wrote:That's already doable but the engine needs to calculate behind itself.  I'm not super interested in offering unrealistic simulation effects as part of the core library because they quickly hit various edge cases where the interpretation of it becomes specific to the app, but you can just hit SYZ_P_PITCH_BEND.That said, major HRTF improvements are issue #27 and would have been done a long time ago except that apparently no one but me cares about them, so they got deprioritized over and over.Honestly, it might actually be the only thing I care about right now; I just did not want to pester you about it. When compared to OpenAL Soft, Synthizer's implementation seems to be lacking much, but I trust we will eventually end up with a better one.

URL: https://forum.audiogames.net/post/603172/#p603172




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

That's already doable but the engine needs to calculate behind itself.  I'm not super interested in offering unrealistic simulation effects as part of the core library because they quickly hit various edge cases where the interpretation of it becomes specific to the app, but you can just hit SYZ_P_PITCH_BEND.That said, major HRTF improvements are issue #27 and would have been done a long time ago except that apparently no one but me cares about them, so they got deprioritized over and over.

URL: https://forum.audiogames.net/post/603155/#p603155




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

That's already doable but the engine needs to calculate behind itself.  I'm not super interested in offering unrealistic simulation effects as part of the core library because they quickly hit various edge cases where the interpretation of it becomes specific to the app, but you can just hit SYZ_P_PITCH_BEND.That said, major HRTF improvements are issue #27 and would have been done a long time ago except that apparently no one but me cares about them.

URL: https://forum.audiogames.net/post/603152/#p603152




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Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

A way to have the pitch of a sound decrease when it's behind you?

URL: https://forum.audiogames.net/post/603149/#p603149




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yes, but you do that through Synthizer offering a buffer cache that just keeps buffers around.  Also, this is really easy to code yourself, as in like 30 lines at most.  The version in Synthizer, whenever I get around to it, will probably be able to load a directory async in parallel: "this is where my sounds are" and then by the time you get to it it's there.  Obviously parallel is bigger than 30 lines.  However, in general you can't do what you want here and offer your players a good experience, because no matter how you slice it, it's possible for the sounds to not be ready in time.  This does even hold true if Synthizer starts streaming it in the background, then switches to some sort of buffered implementation.  You have to decide how you're going to have them ready, suffer the performance hit of loading them mid-tick, or accept that sometimes you're just going to have audio artifacts because Synthizer decided to stream-buffer 20 things at once on a typical low-end laptop that doesn't have an SSD from 5 years ago or whatever.  Only one of those works if you don't want a poor experience.  There's a reason most games have loading screens, and even the big engines like Elder Scrolls that don't have loading screens are actually working in the background to determine what may be needed soon (e.g. every sound within 30 miles, say) to have them ready.  It's not some automatic trick of the audio library underneath.

URL: https://forum.audiogames.net/post/597977/#p597977




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I was thinking that with this way of loading sounds, there would be no need to load sounds ahead of time. Synthizer would be able to load and cash sounds in the background as soon as you asked for them while not slowing down your game.

URL: https://forum.audiogames.net/post/597964/#p597964




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

You can't read properties with sufficient accuracy to add to them, end of story. If you want to do things like addition and subtraction, keep a copy in your code and update it.  It's not efficient for an audio library to provide 100% accurate reading and, in the case of Synthizer, the trade-off is eventual consistency for performance.  Basically, property reads won't necessarily return the write you just made,  it might be a value from 5-10ms ago, potentially longer.  For something that Synthizer writes, it's generally up to date, but also for things like position it's going to be off anyway so a little bit more doesn't matter.  But in general your code *must* be authoritative, it's not suitable for Synthizer to hold your state.  If you have advice on how to explain this more clearly please share, as this is already in the tutorial and several other places in the manual and I'm not sure how everyone misses it.  Maybe I need to explain specifically how to design for this somewhere, as opposed to the guarantees of the API?  But in any case, once your code is authoritative you can just add to them yourself and reset without doing a read tjhrough Synthizer's API, and providing functions to *manipulate* the value seems like a great way to just proliferate the misunderstandings.I don't see any value in loading part of a sound  in a background thread that isn't already covered by the streaming generator.  What you want to do is cache buffers ahead of time and only load them once.  I'll eventually offer helpers for that which can load a directory in parallel.

URL: https://forum.audiogames.net/post/597960/#p597960




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I'm kinda confused, to be honest Why is reading properties so slow? Like are you using a slow mutex implementation or something? Even atomics wouldn't be slow enough that you'd need a warning about them, so you've got to be doing something really, really strange. I don't know why you'd do that, even for performance needs... You could always do a reader-writer lock around each property if you truly needed that, which would make sharing property values trivial but keep MT safety in tact. Maybe I'm not thinking on the right track but I've never encountered a situation where needing to read back a value of something is incredibly slow (even when using port IO).

URL: https://forum.audiogames.net/post/597955/#p597955




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Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Maybe a way to add or subtract a value from integer properties without having to get the property first? Could this be more efficient?I have no real idea if this is possible or not, but would it be possible to load a sound while it's playing? Load the first bit of a sound, start playing it, then load the rest in a background thread. I guess this would fall over once you started loading more large sounds than you have cores.

URL: https://forum.audiogames.net/post/597953/#p597953




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Re: Help decide what will be in Synthizer 1.0

2020-12-10 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@53You can get the dlls from the github releases page, github.com/synthizer/synthizer/releases.  Apparently 0.7.7 doesn't have them though, so you probably want to grab 0.7.5 (0.7.6 was broken).They may not be built against the static MSVC runtime, however.  I don't remember.  There's also a chance that I may stop offering them in the long run because reasons, but we'll see after I get us onto GitHub Workflow whether or not there's enough performance there for me to build as many variants as are needed.

URL: https://forum.audiogames.net/post/597297/#p597297




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Re: Help decide what will be in Synthizer 1.0

2020-12-10 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlorn, Could you tell me from where can i get the synthizer.dll? I remember on the main topic on post 7 that you said that a website has those, But i was unable to do something with that website at all, And github gives me .cpp stuff which i am unsure what to do with.

URL: https://forum.audiogames.net/post/597287/#p597287




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Re: Help decide what will be in Synthizer 1.0

2020-12-10 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

You're asking about how to define a class, and whether you have to use self.  If this isn't a basic Python question about classes, then you'll need to explain it another way.  Self is a specific Python keyword that you should have learned about from Python tutorials.If you're asking whether or not you're supposed to inherit from Synthizer's objects, you're not.

URL: https://forum.audiogames.net/post/597266/#p597266




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Re: Help decide what will be in Synthizer 1.0

2020-12-10 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Which question was basic python question? Maybe this about Loading data of sound?

URL: https://forum.audiogames.net/post/597263/#p597263




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Re: Help decide what will be in Synthizer 1.0

2020-12-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@49Listener position is on the context.  I don't understand the rest of what you're asking, but it sounds like basic Python questions.  If you want to find Synthizer features, read the object reference.  It maps to the Python bindings in a very straightforward way.  You can also read the Python source code which is pretty easy to follow if you need further explanation as to how something works from Python.I am happy to answer specific questions, but I don't have the time to teach you how to use the library.  If you can't figure it out from the couple games we have using it, the tutorial, the rest of the manual, the Python examples in the repository, and the source code of the Python bindings, you're just going to have to wait.  As I recall you're a new programmer, so I understand why it might be difficult for you to figure things out at the moment.  But as I have said, this is pre-1.0 software, and better documentation aimed at newer programmers will happen in the future.

URL: https://forum.audiogames.net/post/597037/#p597037




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Re: Help decide what will be in Synthizer 1.0

2020-12-09 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlornplaying variable are a global or what?I want to define a class from where i can play and update the source position.So I'm not sure I have to define it as self or i don't have to do it?And is it possible to load a sound from data? E.g. I'm opening binary file from some pack and put it into the buffer, as i remember.Is it possible to update listener position? Maybe i can find it from function list.But i don't see it in example player.

URL: https://forum.audiogames.net/post/597024/#p597024




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Re: Help decide what will be in Synthizer 1.0

2020-12-07 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@47Queued generator is planned but not 1.0.Serialization is basically an impossible amount of effort for a variety of reasons and not something I think anyone offers.  To list some of the problems, what do you do about buffers? What do you do about duplicate buffers? How do you serialize sanely while the audio thread is running and maybe updating state? What about version updates to Synthizer itself?  Do you re-encode decoded assets with a lossy format, making them more lossy than they were originally?  If you just say "we save paths", what if the buffers didn't come from files?  The list goes on like that for a while.

URL: https://forum.audiogames.net/post/596333/#p596333




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Re: Help decide what will be in Synthizer 1.0

2020-12-07 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

How about a way to get all the information required to serialize a sound source and load it back again.This would make it easier to save and load a game in while you're actually playing it, rather than just saving once the level ends.Also maybe a queued generator, which is a generator that takes a list of other generators and plays them one by one.

URL: https://forum.audiogames.net/post/596303/#p596303




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Re: Help decide what will be in Synthizer 1.0

2020-12-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@44synthizer.github.io has a tutorial.  The repository has examples in bindings/python/examples.  If you can't figure this out with more than that you will want to wait a while until I have time to produce more.Also Chris Norman open sourced Lucky 13 which may serve as another learning resource.

URL: https://forum.audiogames.net/post/594440/#p594440




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Re: Help decide what will be in Synthizer 1.0

2020-12-01 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

In this Simple Tutorial in python bindings is some example or maybe some function how to register a hrtf? I would like to test.

URL: https://forum.audiogames.net/post/594426/#p594426




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Re: Help decide what will be in Synthizer 1.0

2020-11-30 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yes.  HRTF and 3D audio has been working since the beginning and was the first thing I implemented.Building using submodules is a really typical way of doing things.  I'm not suggesting anything strange there.  If you want to use Synthizer from C/C++ then it's the only cross platform way to do it, since Windows doesn't have install locations in the first place and every platform has unique package managers anyway.  Install targets that always work for Linux are also really hard to get right.Also I did say that you can send a PR and that I'd improve it eventually.  I'm not sure how any part of this is strange.  This is a typical open source project with one developer working on it and I do accept contributions.

URL: https://forum.audiogames.net/post/594258/#p594258




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Re: Help decide what will be in Synthizer 1.0

2020-11-30 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Hmm, strange, but it's your decision.so 3d positioning with hrtf is working?

URL: https://forum.audiogames.net/post/594254/#p594254




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Re: Help decide what will be in Synthizer 1.0

2020-11-30 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@41If you just want Python on Linux, pip install synthizer should now work for you.I'm not interested in trying to debug install targets myself.  Feel free to open an issue explaining what you need it to do or to submit a PR fixing it, but in general I suggest including Synthizer as a git submodule and building it inline rather than trying to install it globally.  This is because Synthizer is moving at a fast pace, and global installations of the library will probably cause problems if they ever get out of date or clobber each other.  Once 1.0 is working and ready to go, this will probably get handled as part of considering what to do about being in the various package managers.

URL: https://forum.audiogames.net/post/594231/#p594231




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Re: Help decide what will be in Synthizer 1.0

2020-11-30 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlornmake install does not copy all of include files required to test some own application. I did it manually.

URL: https://forum.audiogames.net/post/594221/#p594221




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Re: Help decide what will be in Synthizer 1.0

2020-11-24 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

You won't be binding C++ classes.  The entire public API is C.  Please just read synthizer.h.  If you're binding stuff in any header that ends in .hpp you're binding private APIs.  The library builds static by default, but you can change that with -DSYNTHIZER_LIB_TYPE=SHARED I think, that might be slightly wrong, read CMakeLists.txt.There's a few tests, yes.  Read CMakeLists.txt for the targets.  I don't have any full-featured example programs.  Others do, but they're not in my hands.  Once I get Python working,. Lucky 13 on Linux probably works, and is open source.

URL: https://forum.audiogames.net/post/592303/#p592303




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Re: Help decide what will be in Synthizer 1.0

2020-11-24 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

OK, managed to at least compile it for linux. Great job, @camlorn!Now, I need something to test it with, I guess the included test suite would be enough, right?OK, so about the binding to .net, we now can bind c++ classes directly, with symbol names exactly as in the library. However, I need to supply a static library, you know, that which is provided with the dll creation, to be linked in other c++ appsIt uses the parsor from clang, so you can access the entire ast with it.Github link ishttps://github.com/mono/CppSharp#documentation

URL: https://forum.audiogames.net/post/592242/#p592242




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@37Libsoundio is another miniaudio.  Synthizer isn't implementing something dedicated for Pulse, see the latest comments on #1 for an explanation of what's going on and what I had to change.  Fundamentally, what I did has to happen no matter what because Linux's default scheduling stuff is not your friend.I doubt Synthizer will be of much help to you at the kernel level.  We can talk about it via e-mail or what have you, but the minimum it needs is a functioning C++ compiler and standard library with threading support.  While it would be possible for me to go maintain some version that is whatever we call the C++ equivalent of rust's no-std, I will be putting that on the roadmap for version infinity.

URL: https://forum.audiogames.net/post/592214/#p592214




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@36, you could always use libsoundio on Linux -- that might be easier than raw Pulse. Just a thought.As a side note: how hard would it be to embed Synthizer in a freestanding environment? Like assume I have a basic audio engine written. What does Synthizer require, at the bare minimum, to function? Might be a ways off and all but when I get to writing sound drivers I'll need a good audio engine because I've never written an audio processing library before. I can interface with the hardware, but I've never dabbled in DSP. I know this is OT, and I'd be happy to move this to a different discussion if wanted. (For notes, assume that I don't need file IO and am loading the raw audio samples.)Edit: I acknowledge that this idea isn't well-thought out (and probably isn't even possible). But I'm just brainstorming at the moment. Definitely OT, so can move it to another topic or private email too. But the libsoundio suggestion is, IMO, a pretty good one, and relevant to the discussion. It may not be possible though since your using miniaudio which (I don't think) supports "custom" audio backends (though I haven't looked too deeply into it sadly).

URL: https://forum.audiogames.net/post/592213/#p592213




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@36, you could always use libsoundio on Linux -- that might be easier than raw Pulse. Just a thought.As a side note: how hard would it be to embed Synthizer in a freestanding environment? Like assume I have a basic audio engine written. What does Synthizer require, at the bare minimum, to function? Might be a ways off and all but when I get to writing sound drivers I'll need a good audio engine because I've never written an audio processing library before. I can interface with the hardware, but I've never dabbled in DSP. I know this is OT, and I'd be happy to move this to a different discussion if wanted. (For notes, assume that I don't need file IO and am loading the raw audio samples.)

URL: https://forum.audiogames.net/post/592213/#p592213




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@36, you could always use libsoundio on Linux -- that might be easier than raw Pulse. Just a thought.As a side note: how hard would it be to embed Synthizer in a freestanding environment? Like assume I have a basic audio engine written. What does Synthizer require, at the bare minimum, to function? Might be a ways off and all but when I get to writing sound drivers I'll need a good audio engine because I've never written an audio processing library before. I can interface with the hardware, but I've never dabbled in DSP.

URL: https://forum.audiogames.net/post/592213/#p592213




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@35He made it compile under Linux because I started fully supporting that on Sunday.  See issue #1.  hit the build system weekend before last, figured out Pulse on Sunday.  Python doesn't work there yet though.  Just:mkdir build
cmake ..
makeOr however else you want to invoke CMake.

URL: https://forum.audiogames.net/post/592149/#p592149




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@34: how did you make it compile under linux? I never managed.

URL: https://forum.audiogames.net/post/592082/#p592082




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I've compiled and ran some tests available in root directory of project on linux, and it works. I don't test hrtf and any other availabilities.

URL: https://forum.audiogames.net/post/592049/#p592049




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yeah, it's only C++ internally.

URL: https://forum.audiogames.net/post/592042/#p592042




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

OK, news ahead.Github is finally working again! So, apparently it was the problem of my ISP. So, as they recently branched out to this area, they added a proxy or something, for enhanced security they say, since this zone has a weird reputation of being...very concentrated in hackers and script kiddos who want nothing more than to create trubble. So, these proxys were configured to block a specific range of IP's, the ones most observed to create trubble around this area. Problem is that, accidently or not, the github server closest to here was included in that range, so sorry...not sorry!anyway, yeah, there is such a tool for .net, as there are enough C parsors around here to create one even if such doesn't exist.I am reading the manual just now, thank god it works again!btw, are there some public C APIs I can bind to, or I have to write some c++ to managed class bridge with the managed c++ or c++/cli?on the phone again, so sorry for any autocorrection mistakes this horid keyboard might cause.**edit**OK, I see them now, in the manual.

URL: https://forum.audiogames.net/post/591983/#p591983




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yeah, issue #23.  I haven't decided whether it's going to be done via a property or not, but probably not.

URL: https://forum.audiogames.net/post/591934/#p591934




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : mechaSkyGuardian via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

as someone brought up. Will play/pause  support be implemented? for some reason it feels wrong to me to do playing=true. It feels better to do something out source.play or something. I didn’t read the manual in a couple days so I don’t know if it’s the source that plays but you get what I mean

URL: https://forum.audiogames.net/post/591926/#p591926




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@28Manual is synthizer.github.io.  Not sure how to answer your question other than to suggest reading it.I strongly suggest that you find whatever the .net equivalent of cffi and/or rust-bindgen is so that you can just generate the low-level bindings.  In particular, the headers don't have stable constants yet, so if you don't have a way to re-run that on incompatible version bumps you'll have a lot of pain ahead of you until 1.0.  You'll want to read the versioning policy.Buying a networking solution is the sort of thing some big enterprise does somewhere because the managers thought it'd be a neat idea even though the programmers said not to do it.  There is no tech reason you should ever buy a networking library unless you're under weird legal requirements, and probably not even then.

URL: https://forum.audiogames.net/post/591917/#p591917




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

about the github thingi, it's not a geography problem, it worked well two days ago. I called my ISP, they said they will fix it. Plus, I have a project in github, it's my first medium sized .net app, I think it'll include even hard to implement features like syncronisation with user accounts and stuff. If you want more info, it can be thought as a kind of book reader for android thingi, . So , as you can imagine, it's important to get github access fixed for me as well, as I already have two or so commits to push, so yeah.now, about the audio library supporting everything, it's OK...for now, untill the library becomes more stable, in my opinion. For example, I think recording should be possible at a later date when it's more mature, even if not too sofisticated. Like...something like my API would be enough.Regardless, once I finish this graduation exams, I'll definitely  start writing the c# bindings. btw, is it written in the manual where the most important headers are so I can bind the most relevant things first?and thanks for the warning about ice, I'll better try to create a tiny personal networked audiogame demo with grpc and find out for my self how it goes, if horible or not.Problem is, as everyday these days, time, sweet time...to little have we of it in this world anymore. Everything just go so fast, why can't they slow down so I could finish my app and start that binding? rofl

URL: https://forum.audiogames.net/post/591899/#p591899




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Ah, also, Ice is GPL V2 unless you buy it, so haha no. Just use GRPC, which is the same thing but, you know, free.

URL: https://forum.audiogames.net/post/591893/#p591893




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@25No, you can't currently do wav file transformations or anything like that.  This is a library for game audio, not a library for anything you ever wanted to do with audio that happens to be useful for games.  If you're just trying to ask if you'll be able to render audio cutscenes or whatever, eventually but I don't have an ETA.That networking thing looks like "we decided to write our own GRPC".  Use it if it works, don't if it doesn't.  I don't want to derail this thread, so I'll state my opinion briefly and leave it at that: if you're doing an FPS like swamp you either need one of a very few specific libraries or to do a custom solution.  If you're doing almost anything else, you can use the worst thing you can find and it'll probably work anyway at least at the scale of an audiogame.  Also, having to write your network messages in an IDL is the only way to do this cross-language and, unless you're in Rust or don't mind hand-writing a bunch of obscure stuff, required for maximally efficient encoding.Can you access the manual?  If not, and if you can prove that it's something about geography--for instance my country bans GitHub--I'm not adverse to at least getting the manual moved somewhere else.  But you should really figure out what's going on, it's going to be next to impossible for you to collaborate on anything as a programmer without it, and Synthizer has outgrown me trying to track everything going on via audiogames.net threads.

URL: https://forum.audiogames.net/post/591892/#p591892




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

the problem is, I don't really know your priorities for 1.0, as this issue with 502 bad gateway still persists, I think it's my ISP, the android on mobile data doesn't do that, so what else could it be?anyway, yeah, I know for my self how it is to have limited time and, if you think it not important enough, definitely don't add it, I am using bass for the very near future untill this is more stabilised, so yeah, this can wait.about effects, are you saying that, as things stand now, I can't load a file, apply some effects, then get the pcm wave data with those effects back, essentially, a mini audio editor?I know this is a bit of topic, but about networking, what do you think about this engine I found two or so days ago?https://zeroc.com/products/iceI must admit, I am...terible with networking, so I try to find various frameworks/solutions to avoid dabbling in what I know would be my end, that is, untill I decide I've had enough and seriously dedicate my self to it untill I will know that as well.About the engine, what I don't like with it is that one has to write in a specific, proprietary language designed for it, but then, all is golden, unless they are using very old versions of dotnet, I didn't have enough time to look into it.So, what do you think about it in general? I know this is not exactly good for voice chat and whatnot, but for audiogame networking it's enough, I think. Plus, I heard it can run on bluetooth and other things as well, besides just the network, but I might be mistaken on that, so yeah.

URL: https://forum.audiogames.net/post/591871/#p591871




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@23Let me rephrase my question.  What use cases justify microphone support in 1.0, that aren't already covered by another library?  You're proposing an API, which isn't what I really need here.  To put things in 1.0, what I need to understand is why whatever it is can't be postponed and what I can do that's not better than what someone else has done.  In this case, Miniaudio has the API you're proposing, and in general connecting the microphone directly to the speakers isn't useful without a bunch of other stuff, so I'm not seeing the justification required to move it from "this would be nice one day" to "this must be done now, with my limited time".Synthizer doesn't currently expose effects in a way that lets you put samples into one end and get samples out the other, in a way that would let you do something like implement a voice changer and then feed it to the network.  I'm not adverse to eventually exposing the internals in that way, but it's definitely not 1.0 because I'm not ready to force myself into stabilizing the internals as well as the public API.GRPC isn't sufficient for voice chat networking.  That's a very complicated topic which you might want to look into more.  Everyone (including myself) goes through the "but we can just connect the microphone over TCP" and it doesn't work.  I actually want to write a solution for this, but it's low priority and I haven't evaluated if we have any good open source ones that expose a C API.  The very short version is that you have to use a UDP-based protocol and a codec that can tolerate lost packets, and you also probably want NAT hole-punching.  I believe Google's WebRTC implementation has everything you need in it, and yes it is available from C++ for desktop apps, but you'll have to deal with a lot of complexity to understand it, most of which is exposed to you because voice chat is complicated and not because it's a bad API.

URL: https://forum.audiogames.net/post/591829/#p591829




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlornSorry for getting back to you so late, I didn't have enough energy to even open one more tab in firefox, needless to speak about checking the forum...first, thanks for thinking about the multiple soundcard issue, a good audio library should have that eventually, I suppose. Plus, this way we could integrate it better and more readily in nvda add-ons, knowing they won't be stuck with the default cpl chosen output device, as then synthiser would be able to play through NVWave, right?Next, about the recording thingi, no, am sure as hell not thinking a full voice chat solution, better leave that to skype/discord/whatever nowadays. Furthermore, if I want to dabble in such things, there are a lot of voip libs for .net, and if I would somehow want to go even lower level than that, I could just manually record, apply some open source noise reduction filters, then use grpc directly to handle the efficient networking and all that stuff, as I heard somewhere grpc is particularly good at streamming stuff through the network at low latency.And, as I saw, we both agree a buffer the next few seconds of audio coming through the mik approach is too limited and pointless to include in 1.0, so I came up with something else, now that I have more time to write and am properly on a computer keybord this time. p.s. This is, as far as I remember, the first time I am using the forum from the computer, I always used the phone to post everything around here.you know, originality and creativity are good most of the time, but there always comes a time where it's better to copy existing concepts, if not code directly, rather than reinventing the wheel whenever you need a wheel...just for the sake of it.So, as I am even now using bass for my audio stuff, I'd recommend you copy something of its recording design.it goes basically something like this: In stead of providing just a record_start, record_stop and pause and a buffer, which would be good for starters, it lets the user choose what they want to do with the sample data, you guessed it, through a callback.I don't know your API very well, but I'll write here how I'd like it to be, and that's similar to what bass does.bool RecordInit(int deviceID, //when initialising the recording subsystem, you will need to be able to select the input device as well.//so, -1 could be the user default, set in control pannel or wherever,//0 would be first device...n-1 would be the last system accessible input device.);this function returns true in case recording succeeded, false and sets an error flag otherwise. In bass, we can query this with BASS_ErrorGetCode, I believe.next, we must be able to start the recording, so...unsigned long record_start(DWORD frequency, //the frequency measured in, obviously, hz, at which to record. I found 44100 hz recording gives pretty good qualityDWORD channels, //the number of channels. 1 for mono, 2 for stereo, and so on...though I think more than stereo would be pointlessrecord_callback proc, //here is where the user specifies their callback function to run whenever the system decides to...see below for some other comments on that//if null, the library will provide some default behaviour, again, see below if I can write so much without my computer crashing.void *userdata //some extra data passed by the caller to the callback. This pointer would be passed as it is in a dedicated parameter.);This will, in bass, return a valid channel ID on success, and a null handle on failure. Again, we query the error with BASS_ErrorGetCode.In synthiser, DK, instead of the valid channel, you could return maybe a generator, and for error just return null and log the fakt the error occured and what kind...you know these things, so why am I still typing?Now that I look at those functions, I think I don't understand really well what the docs say in some sections, so I will copy the relevant info here as is, in case you, who obviously know more about this than anyone else around here, can make use of it**snippet**The sample data will generally arrive from the recording device in blocks rather than in a continuous stream, so when specifying a very short period between callbacks, some calls may be skipped due to there being no new data available since the last call. When not using a callback (proc = NULL), the recorded data is instead retrieved via BASS_ChannelGetData. To keep latency at a minimum, the amount of data in the recording buffer should be monitored (also done via BASS_ChannelGetData, with the BASS_DATA_AVAILABLE flag) to check that there is not too much data; freshly recorded data will only be retrieved after the older data in the buffer is. **maybe not so relevant from now on, I included it here for completeness sake**Platform-specificMultiple simultaneous recordings can be made from the same device on Windows XP and later, but generally not on older Windows. Multiple simultaneous recordings are possible on iOS

Re: Help decide what will be in Synthizer 1.0

2020-11-21 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlornSorry for getting back to you so late, I didn't have enough energy to even open one more tab in firefox, needless to speak about checking the forum...first, thanks for thinking about the multiple soundcard issue, a good audio library should have that eventually, I suppose. Plus, this way we could integrate it better and more readily in nvda add-ons, knowing they won't be stuck with the default cpl chosen output device, as then synthiser would be able to play through NVWave, right?Next, about the recording thingi, no, am sure as hell not thinking a full voice chat solution, better leave that to skype/discord/whatever nowadays. Furthermore, if I want to dabble in such things, there are a lot of voip libs for .net, and if I would somehow want to go even lower level than that, I could just manually record, apply some open source noise reduction filters, then use grpc directly to handle the efficient networking and all that stuff, as I heard somewhere grpc is particularly good at streamming stuff through the network at low latency.And, as I saw, we both agree a buffer the next few seconds of audio coming through the mik approach is too limited and pointless to include in 1.0, so I came up with something else, now that I have more time to write and am properly on a computer keybord this time. p.s. This is, as far as I remember, the first time I am using the forum from the computer, I always used the phone to post everything around here.you know, originality and creativity are good most of the time, but there always comes a time where it's better to copy existing concepts, if not code directly, rather than reinventing the wheel whenever you need a wheel...just for the sake of it.So, as I am even now using bass for my audio stuff, I'd recommend you copy something of its recording design.it goes basically something like this: In stead of providing just a record_start, record_stop and pause and a buffer, which would be good for starters, it lets the user choose what they want to do with the sample data, you guessed it, through a callback.I don't know your API very well, but I'll write here how I'd like it to be, and that's similar to what bass does.bool RecordInit(unsigned int deviceID, //when initialising the recording subsystem, you will need to be able to select the input device as well.//so, -1 could be the user default, set in control pannel or wherever,//0 would be first device...n-1 would be the last system accessible input device.);this function returns true in case recording succeeded, false and sets an error flag otherwise. In bass, we can query this with BASS_ErrorGetCode, I believe.next, we must be able to start the recording, so...unsigned long record_start(DWORD frequency, //the frequency measured in, obviously, hz, at which to record. I found 44100 hz recording gives pretty good qualityDWORD channels, //the number of channels. 1 for mono, 2 for stereo, and so on...though I think more than stereo would be pointlessrecord_callback proc, //here is where the user specifies their callback function to run whenever the system decides to...see below for some other comments on that//if null, the library will provide some default behaviour, again, see below if I can write so much without my computer crashing.void *userdata //some extra data passed by the caller to the callback. This pointer would be passed as it is in a dedicated parameter.);This will, in bass, return a valid channel ID on success, and a null handle on failure. Again, we query the error with BASS_ErrorGetCode.In synthiser, DK, instead of the valid channel, you could return maybe a generator, and for error just return null and log the fakt the error occured and what kind...you know these things, so why am I still typing?Now that I look at those functions, I think I don't understand really well what the docs say in some sections, so I will copy the relevant info here as is, in case you, who obviously know more about this than anyone else around here, can make use of it**snippet**The sample data will generally arrive from the recording device in blocks rather than in a continuous stream, so when specifying a very short period between callbacks, some calls may be skipped due to there being no new data available since the last call. When not using a callback (proc = NULL), the recorded data is instead retrieved via BASS_ChannelGetData. To keep latency at a minimum, the amount of data in the recording buffer should be monitored (also done via BASS_ChannelGetData, with the BASS_DATA_AVAILABLE flag) to check that there is not too much data; freshly recorded data will only be retrieved after the older data in the buffer is. **maybe not so relevant from now on, I included it here for completeness sake**Platform-specificMultiple simultaneous recordings can be made from the same device on Windows XP and later, but generally not on older Windows. Multiple simultaneous recordings are possible

Re: Help decide what will be in Synthizer 1.0

2020-11-21 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yeah, I need to implement something for device selecting. There is a thing that lives entirely in my head tracking it.What do you want for recording exactly?  If you're saying build buffers from the next 5 seconds of microphone, that's so limited in utility that I won't be putting it in 1.0.  If you want, say, a full voice chat solution, you should go use a full voice chat solution library because the networking for that is kind of difficult.

URL: https://forum.audiogames.net/post/591601/#p591601




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Re: Help decide what will be in Synthizer 1.0

2020-11-21 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I didn't read the milestone yet, as something is somehow preventing me from doing so, it happens with all github things, it just errors out with something like bad gateway error.Anyway, if it wasn't suggested already, I think a very important feature is being able to output to different devices/soundcards, as well as a bit of, even very limited, recording support. The recording should be treated like any other buffer, the user being able to manipulate the captured data with effects as if it was just raw wav data loaded from a file.Then, I could start on writing the .net bindings for it. The reason I waited so long before looking into it is that I was waiting for .net 5 to appear. Now that it did, I want to ask, with this occasion, who besides me would use that binding? just so I know how I manage my time, with these horibly stressing graduation exams and stuff.

URL: https://forum.audiogames.net/post/591570/#p591570




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Re: Help decide what will be in Synthizer 1.0

2020-11-20 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

add more file formats, play pause, and will let you know if i got any suggestion camlorn. thanks dude. you really keep your aforts on this.

URL: https://forum.audiogames.net/post/591559/#p591559




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I don't have a reverb demo. It's better than LAV.  LAV had a whole bunch of issues, and this entire project has been me flinching at just how wrong I did a lot of it, starting with "huh, these delay lines don't actually work after all" and going from there.  synthizer.github.io is the manual.  The reverb chapter lays out what all is implemented currently.  In effect it has allpass filters, yes, as a kind of lie to children, anyway.  In actuality it's modeling 8 waveguides at a single scattering junction using a feedback delay network, plus some input filters and initial delay and a touch of modulation magic and etc.  It sounds pretty good if you configure it properly.  I wouldn't call it amazing, but better than anything I've heard from an audiogame.  I'm open to accepting preset  suggestions; the only reason we don't have some is I don't have the time to try to design a bunch.yes, you can turn HRTF off.  At some point before I do 1.0 it will be off by default and you will have to turn it on if you want it, since actually assuming that everyone is always wearing headphones is also an invalid assumption.I think that things got further along than you think they are since you last seriously looked, but then I guess that's sort of the point of this thread in a way.

URL: https://forum.audiogames.net/post/590934/#p590934




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : x0 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I haven't looked at the docs yet because of the development stage this is in. HRTF will be optional and we can do basic positioning without it, right? And will other effects like reverb work without it enabled? The reason I ask is we still have 2D games and while having verb would be great for them having HRTF is just wrong.edit: Other question, will the verb be a bit higher quality than that of LAV? That thing could do small spaces OK but after that it just sounded like a delay, just a series of reflections and was too discrete. Are you using any allpass networks in the model?

URL: https://forum.audiogames.net/post/590925/#p590925




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : x0 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I haven't looked at the docs yet because of the development stage this is in. HRTF will be optional and we can do basic positioning without it, right? And will other effects like reverb work without it enabled? The reason I ask is we still have 2D games and while having verb would be great for them having HRTF is just wrong.

URL: https://forum.audiogames.net/post/590925/#p590925




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I'm not planning to implement convolution reverb at this time, or probably ever if I'm being honest.  But I will be adding second-order IIR filters, which can mostly accomplish the same thing.

URL: https://forum.audiogames.net/post/590923/#p590923




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : x0 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@15, I think they are talking about convolution reverb. That's the only use of impulse I can think of as a DSP effect. It isn't just reverb, it can be more of a filter as well, but that's the jist of it. Thing is, convolution is computationally expensive and the buffers are massive, FFT blocks and all that.

URL: https://forum.audiogames.net/post/590921/#p590921




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@14Sorry, I don't know what you're trying to say.  We already have reverb if that's what you're trying to ask.

URL: https://forum.audiogames.net/post/590820/#p590820




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Re: Help decide what will be in Synthizer 1.0

2020-11-18 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Could I add some impulses in my program? E.g. TO currently playing music in car.

URL: https://forum.audiogames.net/post/590815/#p590815




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Re: Help decide what will be in Synthizer 1.0

2020-11-14 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@9Thanks for that, and no worries about the internet radio thing. Not going to lose any sleep over it! 

URL: https://forum.audiogames.net/post/589752/#p589752




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@11Maybe. It depends whether they added version constraints, or if it's still the case that everyone always gets the latest version of a package even after major version bumps.  I'll check that later, but I'm not willing to put myself in a place where version 2.0 can't happen without chaos.

URL: https://forum.audiogames.net/post/589523/#p589523




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

How about adding Synthizer to VCPKG? This works well with Rust. Plus, I only have to build it once, instead of one time for each Rust project that uses it or every time I run "cargo clean". I know about the Rust bindings, but I think those are using Cmake. Maybe you were planning to add Synthizer to VCPKG anyway though.

URL: https://forum.audiogames.net/post/589511/#p589511




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : NicklasMCHD via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Hi.As others has said, everything in the 1.0 milestone looks very good, to say, that I would most likely starting using it from 1.0 onwards

URL: https://forum.audiogames.net/post/589487/#p589487




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@4I already moved your issue for tones into the 1.0 milestone.  You will probably get more than you ever wanted from it, since writing a fully featured additive synthesizer is quite easy.Internet audio streaming is a complicated topic.  Can we do it?  Yes, because memory buffers actually means implementing proper support for custom streams.  Should you do it via Synthizer?  Well, maybe, maybe not.  Going into the subtlety there is very out of scope for this thread, however.  Suffice it to say that just plugging in a stream without further monitoring by your program is a good way to have no end of bugs.  I can probably implement something eventually, but unless you've got a really good reason, not as part of 1.0.@8That's a memory protocol.  You want to follow issue #11.

URL: https://forum.audiogames.net/post/589447/#p589447




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@7i am speaking about sound string or bytes data.in sound_lib we have mem=True argument. similer to that.i am asking because most of the packfile object return contents in the file. that's why a argument like mem=True. like that protocol='mem'for exampleassume pack is our packfile objectdata="" />it return's the data inside. so, to play that data, it's best to have mem protocol.hope you got it

URL: https://forum.audiogames.net/post/589427/#p589427




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@6You can already load files into buffers:b = Buffer.from_stream('file', 'sound.wav')If you wanted something quicker:def get_generator(context: synthizer.Context, filename: Path, source: Optional[synthizer.Source]) - BufferGenerator: 
g = synthizer.BufferGenerator(context)
g.buffer = Buffer.from_stream('file', str(filename))
if source is None:
source = synthizer.DirectSource(context)
source.add_generator(g)
return gThen you could do:g = get_generator(context, 'sound.wav')@5I'd agree, except that how cool would it be to add internet radios to your virtual environments? How even cooler would it be to split the channels from said URL, and place the left and right speakers wherever you fancied, facing in whatever direction you fancied?No clue how much extra work that would be on Camlorn's part, but I can well imagine making a nightclub with whatever sound URL you choose, then moving about until you were where you felt most comfortable.Or an audio-only cinemar where you could pick your seat.

URL: https://forum.audiogames.net/post/589422/#p589422




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : bhanuponguru via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

i suggest this. in streams, add data protocol. it should play sound from the sound data given from a file. like in sound_lib.

URL: https://forum.audiogames.net/post/589411/#p589411




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Playing from URL for a game audio library sounds rather unnecessary for me, but could rather be done by utilizing memory buffers (already on the list) with local caching I guess.

URL: https://forum.audiogames.net/post/589379/#p589379




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Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@1Would streaming audio from the internet be doable? Or is that already covered by [url="">Other than that, if something that I could use to generate tones would be great, but not essential. I can create an issue if you'd like.

URL: https://forum.audiogames.net/post/589371/#p589371




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Re: Help decide what will be in Synthizer 1.0

2020-11-12 Thread AudioGames . net Forum — Developers room : Turret via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Yup, agreed with Mason. Looks great! Keep up your hard work!

URL: https://forum.audiogames.net/post/589177/#p589177




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Re: Help decide what will be in Synthizer 1.0

2020-11-12 Thread AudioGames . net Forum — Developers room : masonasons via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

Hi Camlorn,Looks good here. For me personally, I don't see anything else that isn't in this milestone that I would need. Keep up the great work on this library.

URL: https://forum.audiogames.net/post/589149/#p589149




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