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Messages - Felheart

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16
Audio / Sounds stop playing after a while
« on: November 05, 2011, 07:20:11 pm »
Hi,

when I spawn lots of sounds, after a time they stop playing.

I load a sound from a file into a SoundBuffer once (in the constructor of the game).
Then everytime I need to play an instance of that sound I create a new sound instance (with the SoundBuffer from the beginning as parameter).
I immediately call Play on the instance without keeping a reference to it anywhere.

This works for a few seconds/minutes.
After a while no more sounds are being played.
The time until this happens varies, when i create more sound instances the time is shorter.

Am I doing anything wrong ?

17
Graphics / Atom Zombie Smasher feature
« on: November 05, 2011, 07:11:35 am »
Hi there.
There is a difference between "Fullscreen" and "Maximized window without borders"

I beleive what you mean is the last thing! (WoW and some other games to the same thing)

try this code:
Code: [Select]

window = new RenderWindow(VideoMode.DesktopMode, "Fake-Fullscreen", Styles.None, new ContextSettings());


for "real" and correct fullscreen use this:

Code: [Select]

window = new RenderWindow(VideoMode.FullScreenModes[0], "Real fullscreen", Styles.Fullscreen, new ContextSettings());

18
General / Polling for events drastically lowers frame rate
« on: November 05, 2011, 07:01:05 am »
I think a seperate thread would be acceptable untill there is a better solution.
In my game I need those functions (the easy access to gamepads / joysticks is one of the reasons I switched to SFML).
If you increase the polling intervall, wouldn't the input-delay rise with it?
That would be horrible :(

19
General discussions / Switched times to Uint32 milliseconds in SFML 2
« on: November 05, 2011, 06:55:20 am »
It's a bit unclear to me but if I set the fps limit to 100:
window.SetFramerateLimit(100);
then, i accumulate the the value of GetFrameTime(); each frame.
After exactly one day, will my "accumulated-time" variable differ significantly from the value "86400000" (milliseconds in a day) ??

In other words, will GetFrameTime try to make up for previous errors / inaccurate measures?

I am currently using my own timing system (I use the .NET bindings and the Stopwatch class) in order to minimize such errors.

20
DotNet / Cannot load csfml-audio-2
« on: November 04, 2011, 10:20:20 am »
No error message in the console.
And yes I tried winamp and windows media player. Both play the file correctly.

21
DotNet / Cannot load csfml-audio-2
« on: November 04, 2011, 08:46:38 am »
I tried many different files now but it's very strange, some sounds play and some don't.

But I can't find a reason why.

22
DotNet / Cannot load csfml-audio-2
« on: November 03, 2011, 08:24:29 pm »
Thanks,
now it doesn't crash. But my wav file does not play.
I have 5 files, but only 3 of them are being played.

Could you have a look at it please?
Here is one of the files that doesn't play: http://dl.dropbox.com/u/3192286/ui3.rar

The others are just silent

23
DotNet / Cannot load csfml-audio-2
« on: November 03, 2011, 05:45:11 pm »
Hello

consider this little program:

Code: [Select]


using SFML.Audio;
using SFML.Graphics;
using SFML.Window;

namespace SFML2
{
static class Program
{
static RenderWindow _window;


public static void Main(string[] args)
{
_window = new RenderWindow(new VideoMode(800, 500), "Title", Styles.Default, new ContextSettings(32, 0, 8, 999, 999));

SoundBuffer buffer = new SoundBuffer("ui3.wav");
Sound sound = new Sound(buffer);

while (_window.IsOpened())
{
_window.WaitAndDispatchEvents();

sound.Play();

_window.Display();
}
}
}
}


In my VS project I have the following files:
csfml-audio-2.dll
csfml-graphics-2.dll
csfml-window-2.dll
sfmlnet-audio.dll
sfmlnet-graphics.dll
sfmlnet-window.dll

All set to: Copy if newer.

The program runs and crashes with the error:
System.DllNotFoundException csfml-audio-2.dll could not be found
(or something similar, my VS is in german)

But all files are there. I tried drawing simple sprites and it works.
How do I fix this?
Thanks for any help in advance. I really like sfml (and its bindings :D)

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