![]() I'm sorry if this is in the wrong section. SDL must be used because of TV-Out and porting issues (The Lead Programmer of Albion wants to run it on modern computers, and so do I, so, if it's in SDL it's easily ported. We need to install the devs for the libraries well need which are libsdl2-dev, libsdl2-image-dev (you do want to display graphics dont you), libsdl2-mixer. I wanna make something special for the 2x, and Albion is my favourite game, so yay. But I'd need help to figure out how I'd do it. But it's my favourite way of doing things, since it allows for quick, minimal loading and very little RAM wasted. I'd know which sample was which, since I've been looking at the easier XLDs for months now. ![]() I'd need to find some way of loading the RAW sample into th SDL Mixer sample memory. But I can't do that for the 2x, since there is no harddrive. ![]() Usually, I'd just dump the sample, (with added header), to disk, and reload it back in. Seek the appropriate files and read only the sample needed at the time on the fly, and. Wastes RAM! But also very easy and doesn't need constant unloading. Unpack the four files at the start of the game in the init and play only the parts that are needed. Which would be easiest to do, I guess, but very slow. SDL2::Mixer is incomplete but core functionality is there SDL2::TTF is ready SDL2::Image is ready Please submit issues with tests. sudo apt-get install python-pip build-essential git python python-dev ffmpeg libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev libportmidi-dev. Unpack the whole file on the fly into Mixer_LoadRAW and only play the parts that are needed, then unload it when not needed. However am I going to get it to fit into SDL's functions? The XMIDI files, also are stored in the same way as the samples. It seems you can't have multiple sampling frequencies, but I think I may be wrong. Unfortunately, I haven't found any functions in SDL for taking raw data out of an array and playing it at a specified frequency. All of these are merely containers for RAW Audio files recorded at Mono 11Khz. The digital audio files for Albion are stored in four files, SAMPLE0.XLD, SAMPLE1.XLD, SAMPLE2.XLD and WAVELIB0.XLD. I'm trying to write out a cloned engine for Albion (obscure PC RPG, circa 1996), and I've got most of the visual bits ready for coding, but the audio escapes me.
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