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Topics - SamuraiCrow

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1
General / Relative path to MacOSX app bundle resource?
« on: July 28, 2010, 06:24:30 pm »
Hello,

I'm working on a cross-platform app using SFML 1.6.  I'm currently using XCode 3.1.4 under MacOSX 10.5.8. I'd like to maintain a separate path for each platfrom to load its files from.  Mac seems to be the only one that uses relative path for its resources in an app bundle.  For now I've been using absolute paths to where my resources can be stored but that won't work in production code.

Here's how it's defined:
Code: [Select]

#ifndef __SYSTEM_SPECIFIC_H__
# define __SYSTEM_SPECIFIC_H__
# include <SFML/Config.hpp>
# ifdef SFML_SYSTEM_MACOS
# define RESOURCEPATH "../Resources/"
//# define RESOURCEPATH "/Users/samuraicrow/Documents/EventideCode/"
# else
#  ifdef SFML_SYSTEM_LINUX
#   define RESOURCEPATH "/usr/share/games/eventide/"
#  else
#   define RESOURCEPATH "Resources/"
#  endif
# endif
#endif

2
Window / Greyscale 8bpp mode?
« on: February 19, 2010, 06:41:07 pm »
Hello,

In order to emulate an old-style paletted display mode, I was going to implement a CLUT fragment shader on a greyscale 8bpp mode.  It seems that 8bpp modes get promoted to higher depth or don't implement palettes in the way that I think they should.

Is there a way to insure that I get exactly 8 bits per pixel so that I can be sure that my colorize shader works correctly?  I need it to work correctly because my game will use palette cycling effects.

I'm using MacOSX 10.5.8 with SFML 1.5 under C++ native, if it makes any difference.

Thanks in advance,

--Sam

3
Hello,

I've written a primitive music compiler for the old Amiga computers and I'd like to port it to SFML as cross-platform portable code.  This will allow the embedded stand-alone music code to link itself in to the host executable and avoid the overhead of a complete music file interpreter.

I've seen in the MIDI thread under the Audio help forum that there is a demand for something like this but it is difficult to implement.

What I need to know is does OpenAL Soft allow me to enqueue a looping sample after a non-looping one?  What about a looping sample that alternates between playing frontward and backward?  (This is also known as "Ping-Pong" looping.)  These are all techniques that will be required to make an OpenAL Soft version of MIDI or Music Modules.

Please let me know what you think about this idea.

4
Audio / Is there an event trigger when sound done playing?
« on: January 10, 2009, 08:51:41 pm »
I was just thinking about writing a traditional music file player (such as the old FastTracker 2 file format) in SFML.  I was looking for a way to trigger an event or some other type of hook when a sound finishes playing.

This would be useful because I need to implement a looping sample after a sample that is not looped is done playing in order for the instrument sound to be complete.  Also, the .XM file format supports what is called "ping-pong" looping where the sound playback is reversed (negative frequency on some sound cards) at the beginning and end of a looping sample.

It may be possible to do some of this already using threads but I'm not that familiar with threading.

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