Re: SAPI seems to be laggy

2021-02-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: SAPI seems to be laggy I am indeed using the async flag. When I say that SAPI is laggy, I mean that it sometimes delays speaking noticeably when it starts speaking (this is especially noticeable in a when scrolling through menus) and sometimes when it's nearly done speaking and I try to

SAPI seems to be laggy

2021-02-20 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
SAPI seems to be laggy I'm on Windows 10 and any SAPI voices that I use sometimes block the program for maybe half a second before or while they're speaking. The only games where this doesn't seem to be happening are Entombed and A Hero's Call.Is there any way I can stop this happening for

Re: The Synthizer Thread

2021-01-14 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I think that something is up with panned source.When I run this code:from synthizer import *import sys, timewith initialized():    ctx=Context()    buf=Buffer.from_stream("file", sys.argv[1])    gen=BufferGenerator(ctx)    gen.buffer=buf    src="" />    src.add_gene

Re: The Synthizer Thread

2021-01-09 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Can you add the ability to get a streaming generators length? The ability to seek isn't supe rhelpful if I don't know how far I can actually seek. URL: https://forum.audiogames.net/post/605506/#p605506 -- Audiogames-reflector mailing list Audiogames-reflector@

Re: The Synthizer Thread

2021-01-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I think that streaming generators, when you first add it to a source, play the same 50 MS or so of audio twice.I was also wondering why WAV decoding was about as slow as FLAC. I thought that WAV decoding was simple, basically just do a few checks and copy the raw da

Re: Working with SDL natively

2021-01-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Working with SDL natively If I'm not mistaken, PySDL2 expects you to already have SDL2.dll lying around somewhere and doesn't provide the DLL its self unless you pip install pysdl2-dll, I think this only works on windows. I know there's a way to bundle DLLs with PyInstaller because Pyga

Re: Working with SDL natively

2021-01-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Working with SDL natively If I'm not mistaken, PySDL2 expects you to already have SDL2.dll lying around somewhere. I know there's a way to bundle DLLs with PyInstaller because Pygame does it, I don't know how though. URL: https://forum.audiogames.net/post/603838/#p603838 -- Audiog

Re: Help decide what will be in Synthizer 1.0

2020-12-30 Thread AudioGames . net ForumDevelopers 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 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cg

Re: Is there a good way to handle multiple enemies who can effect each oth

2020-12-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Is there a good way to handle multiple enemies who can effect each oth I'm using Sound RTS 1.2A10.Also, I wonder how Bevy would handle menues. Does it let me remove and add systems whenever I want? I don't want to end up with the player being able to run left and right while theey're in

Re: Is there a good way to handle multiple enemies who can effect each oth

2020-12-26 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Is there a good way to handle multiple enemies who can effect each oth I think much of the reason that I wanted to use Rust is because how nice it could be to work with. I made a little network thing where you tell it what kind of data you want, it uses serde_bincode to send and receive

Re: Is there a good way to handle multiple enemies who can effect each oth

2020-12-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Is there a good way to handle multiple enemies who can effect each oth Do I need a Box? Can't I just make a queue of closures or would that allocate a lot on the heap too? URL: https://forum.audiogames.net/post/601587/#p601587 -- Audiogames-reflector mailing list Audiogames-reflec

Is there a good way to handle multiple enemies who can effect each oth

2020-12-21 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Is there a good way to handle multiple enemies who can effect each oth I haven't actually tried this, but say you were writing an audiogame in Rust and you want to have enemies that can kill or heal each other.How would you do this though?It seems the only way to keep track of everything is

Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net ForumDevelopers 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: htt

Re: Help decide what will be in Synthizer 1.0

2020-12-12 Thread AudioGames . net ForumDevelopers 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? Lo

Re: The Synthizer Thread

2020-12-12 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread When using reverb, I can hear a sound even when I'm 100 or more units away from the sound.Is it required to destroy the Synthizer context before calling syz_shutdown? URL: https://forum.audiogames.net/post/597952/#p597952 -- Audiogames-reflector mailing list A

Re: Help decide what will be in Synthizer 1.0

2020-12-07 Thread AudioGames . net ForumDevelopers 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

Re: Help decide what will be in Synthizer 1.0

2020-11-13 Thread AudioGames . net ForumDevelopers 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 u

Re: The Synthizer Thread

2020-11-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Would it be possible to add a gain property to all generators?If I plug a few generators into a DirectSource, I can't change the volume of an individual generator. URL: https://forum.audiogames.net/post/588490/#p588490 -- Audiogames-reflector mailing list Audi

Re: Console debugging under Windows

2020-10-29 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Console debugging under Windows I tend to look up just about every question I have. That's how I came up with the --symfile thing in the first place. But no, that doesn't work, either. URL: https://forum.audiogames.net/post/584445/#p584445 -- Audiogames-reflector mailing list Audi

Re: Console debugging under Windows

2020-10-29 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Console debugging under Windows I tend to look up just about every question I have. That's how I came up with the --symfile thing in the first. But no, that doesn't work, either. URL: https://forum.audiogames.net/post/584445/#p584445 -- Audiogames-reflector mailing list Audiogames

Re: Console debugging under Windows

2020-10-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Console debugging under Windows Has anyone figured out how to load a PDB file into LLDB?My best guess is that it has to do with the --symfile parameter of "target create".BTW, I somehow managed to find the CDB debugger. In my start menu, there's something called Windows Kits or somethin

Re: why do most people choose python?

2020-10-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: why do most people choose python? @15I believe Go is getting generics, possibly as soon as August 2021, see this blog postI agree that handling errors is a pain, for example it's hard to provide both a comparable error constant for error handling and a string to be printed to the user,

Re: How can I get input using SDL without this strange edit box popping up

2020-09-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up Hi and thanks fo explaining.I was already ignoring repeated key events. It's a little bit more complicated than that. Each key has its own internal state, and my SDL event handling loop updates that keys state.I also

Re: How can I get input using SDL without this strange edit box popping up

2020-09-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up I decided to do menu navigation manually and keep SDL input around for things like virtual input boxes.BTW, why check for the key up event? I assume you're talking about detecting caps-lock? URL: https://forum.audio

Re: How can I get input using SDL without this strange edit box popping up

2020-09-19 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up I feel like it's a bit more serious than that.My example has a menu. Every time you press enter on a menu item, or press escape to close the menu, this edit box thing comes up. Since it blocks the arrow keys but not

Re: How can I get input using SDL without this strange edit box popping up

2020-09-19 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up I feel like it's a bit more serious than that.My example has a menu. Every time you press enter on a menu item, or press escape to close the menu, this edit box thing comes up. Since it blocks the arrow keys but not

Re: How can I get input using SDL without this strange edit box popping up

2020-09-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up That's not going to solve the problem if I distribute my program.I feel like the fact that my code is calling SDL_StopTextInput() and then calling SDL_StartTextInput pretty much right after that is responsible for th

Re: How can I get input using SDL without this strange edit box popping up

2020-09-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I get input using SDL without this strange edit box popping up I only think it's the on-screen keyboard because that's the only odd thing that the SDL documentation mentions. I don't think my laptop has a touch screen though. URL: https://forum.audiogames.net/post/571655/#p5716

How can I get input using SDL without this strange edit box popping up

2020-09-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
How can I get input using SDL without this strange edit box popping up Sometimes when I call SDL_StartTextInput and SDL_StopTextInput, some kind of edit field seems to pop up every time I press escape. I checked the documentation and it mentions that this can turn on the on-screen-keyboard

Re: The Synthizer Thread

2020-08-12 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread The ladder.Can you release the GIL in the Cython bindings when the Buffer.from_stream() function is called?I'd like to see if I can load sounds in multiple threads. URL: https://forum.audiogames.net/post/560787/#p560787 -- Audiogames-reflector mailing list Aud

Re: The Synthizer Thread

2020-08-05 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread StreamingGenerator position is slow to update. Slow as in it doesn't emmediately update from the REPL. I'm guessing it's just a consequence of streaming, since this is not the case with BufferGenerator. URL: https://forum.audiogames.net/post/558650/#p558650 --

Re: The Synthizer Thread

2020-08-05 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread SYZ_P_PANNING_SCALAR property of PannedSource's table row is shifted left, starting at the second column.StreamingGenerator: Position starts about 100 MS after the beginning of the file. URL: https://forum.audiogames.net/post/558638/#p558638 -- Audiogames-refl

Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread @149How is that a weird panning case?I can easily imagine a 3D game where you want separate ambiences for different places, and you'd need min/max X, Y and Z or something to pull that off. URL: https://forum.audiogames.net/post/557446/#p557446 -- Audiogames-re

Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I know about PannedSource, but last I checked it didn't pan from straight left to right, it seemed that the sound went behind me instead.Edit: Will you support allowing to set the ranges at which the source will remain in the center? Let's say you're jumping over a

Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I know about PannedSource, but last I checked it didn't pan from straight left to right, it seemed that the sound went behind me instead. URL: https://forum.audiogames.net/post/557433/#p557433 -- Audiogames-reflector mailing list Audiogames-reflector@sabahatti

Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I know about PannedSource, but last I checked it didn't pan from straight left to right, it seemed that the sound went behind me instead. URL: https://forum.audiogames.net/post/557434/#p557434 -- Audiogames-reflector mailing list Audiogames-reflector@sabahatti

Re: The Synthizer Thread

2020-08-01 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Cool. Will you eventually support a source with pan / pitch / speed scalars for manual control?I guess that gain is implemented already.Is it okay to use gain to change a sound sources volume? Or is it a temporary thing. URL: https://forum.audiogames.net/post/55741

Re: The Synthizer Thread

2020-07-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread OK, it seems that the file I mensioned plays fine with Source3D, but not with DirectSource. URL: https://forum.audiogames.net/post/554725/#p554725 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.c

Re: The Synthizer Thread

2020-07-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I'm actually not sure this bug is just for FLAC files. I just updated to the latest version of Synthizer on Github and this MP3 file plays in the C++ example, but if I try to play it in Python, I hear a small statick noise in my left ear and Python usually crashes. 

Re: The Synthizer Thread

2020-07-15 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Wow this seems to be starting to pick up steam.Anyway:FLAC files don't play in Python bindings. I called buffer.get_length_in_samples and got 4096. Funny thing is, this same file plays just fine with file_test.Can you eventually add a way to slide properties? URL:

Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Can you add a tiny little example that takes a file from the command line and streams it? URL: https://forum.audiogames.net/post/551210/#p551210 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com

Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread OK sorry. I was h oping it would be a simple bugfix.By the way, does looping on buffer generators work? It didn't seem to work last time, but something may have changed since then. URL: https://forum.audiogames.net/post/551185/#p551185 -- Audiogames-reflector

Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Already done. Can you also fix these errors next?c++.exe: error: unrecognized command line option '-Xclang'c++.exe: error: unrecognized command line option '-fno-caret-diagnostics'I'm 99% sure they're caused by this part os CmakeLists.txt:add_compile_options(-Xclang

Re: The Synthizer Thread

2020-07-11 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Already done. URL: https://forum.audiogames.net/post/551163/#p551163 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: The Synthizer Thread

2020-07-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread These lines in CmakeLists.txt which add clang-specific command line options seem to be breaking it:add_compile_options(-Xclang -fno-caret-diagnostics    -Xclang -Wno-deprecated-declarations    -Xclang -Wno-logical-op-parentheses)Once I remove them, I get:C:\py\git\s

Re: The Synthizer Thread

2020-07-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Will you be working on making Synthizer compilable on GCC? Is that required in order for it to comile on Linux? URL: https://forum.audiogames.net/post/550077/#p550077 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sa

Re: The Synthizer Thread

2020-07-08 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Here are some small bugs I found while playing around.You probably already know about some of these.The Buffer property in the manuals BufferGenerator section is accidentally labeled as SYZ_P_POSITION.Buffer has no property length.Python: Accessing buffer property o

Re: The Synthizer Thread

2020-06-16 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Could you add a sound source which captures raw sound data from a generator and writes it to disk as a WAV file?Also, if you add a function which instantly sends the next N seconds or milliseconds of audio through all audio sources attached to the generator without

Re: The Synthizer Thread

2020-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I innitially forgot to mension this, but for the Python bindings, Cython generates pickle methods for all the cdef class types, but you can turn it off by putting this at the top of each Cython file, since these classes are probably process-dependent.#cython: auto_p

Re: The Synthizer Thread

2020-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread I innitially forgot to mension this, but for the Python bindings, Cython generates pickle methods for all the cdef class types, but you can turn it off by putting this at the top of each Cython file, since these classes are probably process-dependent.#cython: auto_p

Re: The Synthizer Thread

2020-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread @CamlornDoes Synthizer manually support setting the pan, pitch and volume properties?This would be useful for example, when I want a sound to play on the far left side of the player and at full volume, like a huge distant explosion.Also, do you think it's necessary

Re: The Synthizer Thread

2020-06-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Wow, the new changes are awesome?Is Go one of the languages you'd be willing to write bindings for eventually?Also, could you maybe change the name SoundSource to something a bit less misleeding? It can confuse you into thinking that Sound sources, and not generator

Re: The Synthizer Thread

2020-05-27 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: The Synthizer Thread Hi and thanks for all the work.I'm curious about how generators work.What happens if I add the same generator to 2 different sources? Or do I need to create a generator for each source separately? URL: https://forum.audiogames.net/post/534068/#p534068 -- Audio

Re: Writing audiogames in Nim?

2020-05-02 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Writing audiogames in Nim? @9I managed to make a shared memory example.You need to allocate an object on the shared heap and pass ptr T to your other threads, directly or through channels.Main sends thread1 a pointer to a square struct that has 4 ints over a channel, stored as a global

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Writing audiogames in Nim? Another reason I like it is because it's compiled to C code and doesn't need an interpreter like Python. I do like Python, but it has a few problems.It is slower than C. This isn't usually a problem for audiogames, but if you write intensive code it could be.D

Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Writing audiogames in Nim? I recently discovered a programming language called Nim. It's basically a language with a Python-based syntax that compiles down to fast C, C++ or _javascript_ and I think it could definitely be fun to write games in it, if someone were to write an audiogames engi

Re: Gauging interest in another 3d audio project

2020-03-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Thanks. I actually tried and CFLAGS=-flto, LDFLAGS=-flto -fuse-ld=lld didn't work. I got some kind of undefined references.I figured as much about the dead code. It actually sounded pretty funny when I played a wave file with a lower samplera

Re: Gauging interest in another 3d audio project

2020-03-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Thanks. I actually tried and CFLAGS=-flto, LDFLAGS=-flto -fuse-ld=lld didn't work. I got some kind of undefined references. URL: https://forum.audiogames.net/post/512282/#p512282 -- Audiogames-reflector mailing list Audiogames-reflector

Re: Gauging interest in another 3d audio project

2020-03-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project A bit off-topic, but what Cmake flags should I use to compile this for 32-bit or should I just install a 32-bit LLVM toolchain and use that? Also, the CFLAGS "-ffunction-sections -fdata-sections" reduced wav_test.exe from 596KB to <250KB, is

Re: Gauging interest in another 3d audio project

2020-03-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Thanks for the update!Would you consider adding SDL2 as an optional audio back-end?It seems a waste to have an extra audio back-end shipping with some or most games and not use it. URL: https://forum.audiogames.net/post/511384/#p511384 -

Re: Gauging interest in another 3d audio project

2020-03-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project I was thinking call a function which returns a pointer to a raw audio buffer.Then there are some functions I can call with that buffer.Clear empties the buffer, and Append adds the char* and its length to the buffer.I thought that Synthizer w

Re: Gauging interest in another 3d audio project

2020-03-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project I was thinking call a function which returns a pointer to a raw audio buffer.Then there are some functions I can call with that buffer.Clear empties the buffer, and Append adds the char* and its length to the buffer.I thought that Synthizer w

Re: Gauging interest in another 3d audio project

2020-03-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Or, you could also add a way to send raw audio samples, let's say 16 bit, stereo, 44100. URL: https://forum.audiogames.net/post/505937/#p505937 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://s

Re: Gauging interest in another 3d audio project

2020-03-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Could you maybe add a way to output windows SAPI through Synthizer so that silence can be trimmed from the beginning?This looks really, really cool! URL: https://forum.audiogames.net/post/505922/#p505922 -- Audiogames-reflector mailing

Re: Gauging interest in another 3d audio project

2020-02-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Hi,Will I be able to statically link this using the Mingw64 GCC compiler?I'd rather not lug around an extra DLL in every project if I could avoid it.Thanks. URL: https://forum.audiogames.net/post/503853/#p503853 -- Audiogames-reflector

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Gauging interest in another 3d audio project Please! Consider making this.I can wrap it in Cython for Python and Go. URL: https://forum.audiogames.net/post/503203/#p503203 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukog

Re: Creating a remappable shortcut model

2020-02-18 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Creating a remappable shortcut model In Go, I have a dictionary mapping readable key names to SDL key constants.Then, I plan to add a dictionary where you can map keys for example: {"move_up_in_menu": "up"}.Now you should be able to change "move_up_in_menu" to any key you want to. URL:

Re: Python how to get the raw audio data from SAPI?

2020-02-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Python how to get the raw audio data from SAPI? Try this:from win32com.client.gencache import EnsureDispatchimport winsoundfrom wave import Wave_writefrom io import BytesIOvoice=EnsureDispatch("SAPI.SPVoice")while True:    text=input("Enter text to speak")    stream=EnsureDispatch("SAPI

Re: Python how to get the raw audio data from SAPI?

2020-02-07 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Python how to get the raw audio data from SAPI? I could be wrong on this, but I think there is a SAPI event, EndStream, which reports the length of the raw audio data that was written to the stream.That said, if I reset the stream to 0 every time I speak, I would be able to read the cor

Re: Python how to get the raw audio data from SAPI?

2020-02-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Python how to get the raw audio data from SAPI? Hi and thanks.It seems to work rather nicely.BTW, how are you outputting the audio? Direct X or something?Your screen reader wrapper manages all this stuff, right? URL: https://forum.audiogames.net/post/499179/#p499179 -- Audiogames-

Python how to get the raw audio data from SAPI?

2020-02-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Python how to get the raw audio data from SAPI? Philip recommended getting the raw audio samples when SAPI speaks and trimming the silence from the start, to help it speak faster.However, I encountered a problem doing that.What I have tried is this:# a script that tries to output SAPI and t

Re: Pathfinding working... sort of...

2020-02-04 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Pathfinding working... sort of... Certainly it is confusing.What I mean is converting as many Python functions and types into C types as possible, and when you compile, Cython generates pure C code that doesn't interact with the much slower CPython API during the actual operation.My Pat

Re: Pathfinding working... sort of...

2020-02-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Pathfinding working... sort of... You could write your Pathfinder in optimized Cython.I wrote a simple AStar pathfinder this way and the speed is extreme.I'm only 96% sure it always works though. URL: https://forum.audiogames.net/post/498356/#p498356 -- Audiogames-reflector mailin

Re: Sharp Speech: my sharp wrapper for Universal Speech

2020-01-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Sharp Speech: my sharp wrapper for Universal Speech Universal speech is more configurable than Tolk, but I can't compile it for 32-bit, never mind 64-bit.Clearly something has changed in Mingw64.I wanted to use this in Go, but I cannot do so comfortably if I limit myself to 32-bit apps,

Gomacro, Go interpretor / REPL

2019-12-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Gomacro, Go interpretor / REPL Gomacro is a tool that allows you to run Go code by typing it in, like in Python, or you can load the code from a .go file, but it's a little different to Python.It also allows you to call into Go packages, so it's a great help when learning Go.To get it up an

Gomacro, Go interpretor / REPL

2019-12-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Gomacro, Go interpretor / REPL Gomacro is a tool that allows you to run Go code by typing it in, like in Python, or you can load the code from a .go file, but it's a little different to Python.It also allows you to call into Go packages, so it's a great help when learning Go.To get it up an

Re: Pygame or PyQt which Gui?

2019-12-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Pygame or PyQt which Gui? I think there is a way that you can take WX and run the Event loop whenever you want, without breaking your game loop.I did some simple code that did this.I think it had to do with wx.event or something and the Main loop. URL: https://forum.audiogames.net/post

Re: Lucia - OpenSource AudioGame engine written in Python

2019-11-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Lucia - OpenSource AudioGame engine written in Python What did it do?How did it not work? URL: https://forum.audiogames.net/post/480974/#p480974 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/list

Re: Lucia - OpenSource AudioGame engine written in Python

2019-11-27 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Lucia - OpenSource AudioGame engine written in Python You might need to add a line:import lucia.utilsBefore line 16 in the example if it's not already there. That's all I can think of. URL: https://forum.audiogames.net/post/480560/#p480560 -- Audiogames-reflector mailing list Audi

Re: Getting unfocused input?

2019-11-21 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Getting unfocused input? The event object passed to your callback has a value in it called "event", which lets you tell the difference! Read the documentation! URL: https://forum.audiogames.net/post/478757/#p478757 -- Audiogames-reflector mailing list Audiogames-reflector@sabahat

Re: Getting unfocused input?

2019-11-20 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Getting unfocused input? It may seem to capture an event twice, because it captures an event every time a key is pressed and every time a key is released too if memory serves.When sending input, you can try:pip install pyautoguiDocs are at https://pyautogui.readthedocs.io/en/latest/ UR

Re: Getting unfocused input?

2019-11-19 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Getting unfocused input? https://github.com/SerpentAI/sneakysnekHope it works! URL: https://forum.audiogames.net/post/478097/#p478097 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiog

Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Lucia - OpenSource AudioGame engine written in Python I don't know if this is implemented, but try example.play_wait() instead of example.play().the play method returns immediately, which means the program will continue running while the sound is playing, but since there's nothing else

Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries You might want to make a simple library for audio gaming. Something that lets you show and hide windows, handle keyboard input and things like that. URL: https://forum.audiogames.net/post/470202/#p470202 -- Audiogames-reflector mailing list A

Re: A bit of help with incripting sounds?

2019-09-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: A bit of help with incripting sounds? Are you sure you encrypted the sounds?There might be an error. You can get it by calling get_last_error_text and showing the result in an alert box.Try pasting this code after the line that's supposed to play the sound.if (get_last_error()<0) {alert

Re: Reconsidering Go as a possible game development language

2019-09-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Reconsidering Go as a possible game development language I've started checking out go and it is certainly interesting.I guess it's the closest language to Python syntax that compiles.Right now I'm interested in messing with it.A wrapper would sure be nice.Edit: There seems to be a tool

Re: Reconsidering Go as a possible game development language

2019-09-10 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Reconsidering Go as a possible game development language I've started checking out go and it is certainly interesting.I guess it's the closest language to Python syntax that compiles.Right now I'm interested in messing with it.A wrapper would sure be nice. URL: https://forum.audiogames

Re: onefile or not to onefile, that is the question

2019-08-30 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: onefile or not to onefile, that is the question I guess you can compress it with onefile mode.It seems you can do the same thing without the startup delay with Enigma virtual box. URL: https://forum.audiogames.net/post/458644/#p458644 -- Audiogames-reflector mailing list Audiogame

Re: Is there a way to add a data section to an executable?

2019-08-25 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Is there a way to add a data section to an executable? Hi,What I mean is I'd want a way to add an entire new section to a programs executable called, for example, .gdata.I know EXE packers do that. URL: https://forum.audiogames.net/post/457668/#p457668 -- Audiogames-reflector mail

Is there a way to add a data section to an executable?

2019-08-24 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Is there a way to add a data section to an executable? I'm looking for a way to add a new section to an executable (.EXE) file, so I can store various resources without using an overlay.I didn't find anything on Google, though and I don't have a clue about the PE file format.Would there be

Re: Pathfinding implementation?

2019-08-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Pathfinding implementation? Here is my simple AStar pathfinder in Cython.I won't guarantee it works, I'll just say it worked for me.Feel free to change it as much as you like.It's got one class, pathfinder.setup_map(int max_x, int max_y)This initializes the internal map to be max_x by m

Re: a question for rust users, any way to use a dll in a rust project?

2019-08-03 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: a question for rust users, any way to use a dll in a rust project? I'm not sure you need to compile it into a DLL in order to use it.More likely, you can just include it, into the main program. I'm not sure what the syntax is, but it'd probably be something like "module code" assuming y

Re: how to compile your sounds with your game

2019-07-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: how to compile your sounds with your game I wouldn't just use BGT and add my sounds to the EXE like that, though.It doesn't modify the pack file. It just sticks it on the end of the EXE. If you can find where it starts, you can extract it.You could also try having a function that return

Re: List of resources for programmers, developers, and more

2019-07-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: List of resources for programmers, developers, and more Wow, thanks for this long list.Would you want to add a little section that lists good tools for audio games in Python, pygame, sound_lib, Tolk, that sort of thing? URL: https://forum.audiogames.net/post/448678/#p448678 -- Aud

Re: Cython, really secure?

2019-07-06 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Cython, really secure? You might want to be careful of tracebacks.They can give away things you don't want given away, like which attribute your checking for a token so make sure to check it exists first, and crash if it doesn't probably by doing something likex=lambda x: x()x()I am not

Re: How can I incrypt sounds?

2019-06-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: How can I incrypt sounds? If you want to encrypt some data, here's an example.void main(){string data="" "Enter some data to encrypt");string key="my secret key";string result=string_encrypt(data, key);alert("The encrypted data is ", result);}So the function string_encrypt takes 2 value

Re: For beginners. Why is C# better than Python for audio game development

2019-06-28 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: For beginners. Why is C# better than Python for audio game development I can't particularly say it feels that way whenever I make tiny little test games with Python.It might be like that because python just feels, easy.There's not really much static typing and things like that. Python l

Re: Making games with Rust?

2019-06-22 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Making games with Rust? I was thinking I'd make something to simplify making games and help with things like sounds. URL: https://forum.audiogames.net/post/443407/#p443407 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukog

Re: Making games with Rust?

2019-06-17 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Making games with Rust? Ugh, yes. Dealing with Python bytes seems to require an array of u8 and then I just stop when I find a 0. I guess recieving unicode strings requires an array of chars.Is there some kind of reference on how to convert between all the types, like, which types will

Re: Making games with Rust?

2019-06-13 Thread AudioGames . net ForumDevelopers room : keithwipf1 via Audiogames-reflector
Re: Making games with Rust? I am trying to make a DLL that I can use from Python with ctypes.It was sort of an experiment.I wanted to start with an add function, then maybe make something more useful.I did use the advice from number 5, here is the src/lib.rs file:pub extern "C" fn add(f:i32

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