From
Dmitry Igorevich Ivanov
→
To
All
22 February 2006
Hello, All
I'm not much literate (both in language and in things like Spectrum)
there is a library with an LGPL license - STsound
so this lib holds ym files
I'm interested in the possibility of converting vtx and ay files to ym
also interested in any open source libraries in C++ that can
play ay and vtx files
Sergey Bulba said that you should rewrite the download in STsound for vtx files.
very simple, I’m not very good at it (file formats and emulation methods in general
AY and YM chips)
can anyone help me with this matter?
I just need to create a player for the game that would hold vtx, ay, ym files
(I make games... so I’m fiddling with music right now)
thanks for your attention :smile:
From
Slavik Tretiak
→
To
All
22 February 2006
Hello jimon
http://zx.pk.ru/showthread.php?t=2365&page=3&pp=10
fourth message from the bottom, ZXSSK.RAR
From
Dmitry Igorevich Ivanov
→
To
All
22 February 2006
Hello Sinus
thank you :smile:
From
Slavik Tretiak
→
To
All
22 February 2006
Hello jimon
Something strange about your game.
I use sndrender from there in my emulator, less than 2% of the total emulation is spent
the rest ^_~
so something is wrong with you.
From
Dmitry Igorevich Ivanov
→
To
All
22 February 2006
Hello jimon
I thought the question was closed... I thought:|
in general, ZXSSK is too resource-intensive... even very
if a game without a lib produces 50 frames per second
with ST-sound produces 46 frames per second
then ZXSSK kills performance up to 30 frames once, and twice then when
At this refresh rate, the sound begins to slip
so the option of using this lib is no longer available :(
Better yet, give me the specifications for the ay, ym and vtx formats :) then I’ll do it myself
From
Dmitry Igorevich Ivanov
→
To
All
22 February 2006
Hello Sinus
Can you show me the source code of the place where you work with sound?
From
SMT
→
To
All
23 February 2006
Hello jimon
> in general, ZXSSK is too resource-intensive... even very
See examples of vtx/pt3 players included in the library. CPU load - less than 1%
From
SMT
→
To
All
23 February 2006
Hello jimon
> in general, the question is... what is the ratio of the buffer size to time
> buffer playback
Well, here's the question. depends on the sampling frequency. at normal frequency 44.1 khz 4 bytes
(1 sample) played in 1/44100 second
From
Dmitry Igorevich Ivanov
→
To
All
23 February 2006
Hello SMT
In general, I looked and created a dll based on the example from ZXSSK... fortunately, if anything
no need to get into the game code
In general, the question is... what is the ratio of the buffer size to the playback time
buffers? :smile: that is, for example, my entire game without a music library gives
40 fps from the required 60, I want to change the buffer size + take a couple of features into account
(rendering sound to the buffer also takes time)
but overall it plays well...
From
SMT
→
To
All
25 February 2006
Hello jimon
public domain license. allows you to use it as you want - even gpl, even in
closed projects
From
Dmitry Igorevich Ivanov
→
To
All
25 February 2006
Hello SMT
SMT thanks :) I use LGPL
that's it - the question is closed
From
Dmitry Igorevich Ivanov
→
To
All
25 February 2006
Hello SMT
In general, I calculated the buffer size using the formula
┌─- code ───
int buffer_size = int((((float)(VTX_this_time - VTX_last_time))/(float)1000) *
(float)44100);
└── code ───
Now I have untied Liba from FPS :)
thank you all!
ps. 2 SMT - what is the official license for ZXSSK? GPL? ...just write
You can’t write in two lines ;) write plzz... I need it