Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - malkierian

Pages: [1] 2 3
1
Window / Moving Borderless Windows
« on: February 13, 2014, 12:51:53 am »
Alright, so I know that you can make a window that is completely borderless, meaning no title bar, no Exit/Max/Min buttons, no resizing frame, but there are plenty of examples out there of borderless windows that you can still move around.  How would I go about doing this in SFML?

2
Audio / Re: SFML In Windows Won't Play Sound
« on: January 29, 2014, 07:02:46 pm »
Aha!  I got it!  For some reason, it wasn't liking the WAV file I fed it.  Changed it over to a full length song in OGG format and it's working just fine...  Why didn't it like the WAV?

3
Audio / Re: SFML In Windows Won't Play Sound
« on: January 29, 2014, 08:08:12 am »
Yes, I hear the volume from Zune and VLC just fine.  In fact, I've had the sound mixer open while trying this just to see if I can see the meter jump, and it hasn't, though it does show up in the list for the default and active device.

I fixed the initialization and changed the double back slashes to single forward slashes.  Still no sound, though the circle has changed color successfully ever since I first put that code in there.

4
Audio / SFML In Windows Won't Play Sound
« on: January 29, 2014, 07:12:40 am »
OK, here's the stats:

Windows 7
Visual Studio 2012
SFML 2.1 custom build (through VS)

So I'm trying to make a setup to test my playback device selection modification to SFML, but I can't get a sound to play in the first place.  I have the libs, includes, dlls and path setup properly (it's finding everything).  I copied the code over from the VS setup tutorial, and the window shows up, the green circle is drawn.

I have load a sound into a buffer and set it to a Sound, and also set it to change the circle's color on mouse click (which is where I have the Sound.play() call), but though it seems to load the sound file just fine (no errors, no returning -1 before the window opens), it just doesn't play at all.  Here's my code:

http://pastebin.com/naP4ub28

The only place I can think of that it would be disconnecting is the buffer set on Sound.  But I have no way of diagnosing or debugging that.  I am using a custom build of SFML, of course.  Any idea what's wrong?

5
Audio / Re: Creating Device Selection for Playback
« on: January 13, 2014, 02:57:55 am »
Yeah, I really don't think it would be necessary to have each sound capable of using its own device, just changing the core device would be enough.  I could probably put it together both in AudioDevice and in Sound pretty easily.  Suppose I should do both separately, test them, and then submit separate pull requests and let Laurent take it from there?

6
Audio / Re: Creating Device Selection for Playback
« on: January 08, 2014, 01:29:43 am »
Alright, just as a matter of clarification, this is merely a post asking how I should go about adding the ability to select and/or change the playback device SFML is using.  There are at least three ways of going about it (the third being exposing AudioDevice to public usage and putting a setDevice() function in there), and I'm willing to do it and do the testing and such, I just don't want to do it one way and have Laurent say "I actually wanted it done this other way" after I'm done.

7
Audio / Creating Device Selection for Playback
« on: January 06, 2014, 04:08:05 am »
OK, so it's gotten to the point where, either SFML will need to be adapted, or I will need to use libsndfile and openAL directly myself and bypass SFML altogether for audio playback.  However, I was looking at the changes that were done to make SoundRecorder's device selectable, and I think I could do it myself, but I wanted to discuss with the dev(s) on here how exactly they would prefer to have it done.  I have thought of two ways thus far:

Expose a setDevice() function somewhere (like in SoundRecorder), but have it change the global AudioDevice variable, or
Have Sound.cpp have its own device and context values that default to those provided by the AudioDevice (much more complex).

It would make more sense to have an overall selection, I think, rather than each sound being able to have its own, but how do I expose a setDevice() function to modify AudioDevice, and where?  I assume, since AudioDevice and ALcheck are in the priv namespace, they aren't visible outside of the SFML code itself, but if a setDevice() function were to be placed in Sound that then called an AudioDevice.setDevice() function to change the global variable, then nothing in AudioDevice itself would need to be exposed to public usage.  I definitely think the current functionality still needs to be the default, because a lot of people would have no use for the new stuff, and would be thrown off if it wasn't included.  But there are those of us who want to stay in the family, as it were, and still have functionality such as this.  It would certainly make things easier for me in my soundboard program.

Laurent, what do you think?

8
D / Re: String, Dstring, and Char[] oh my...
« on: December 29, 2013, 10:53:07 pm »
Could you send me your DSFML lib and dll files so I could test it to make sure it wasn't because I was building it wrong?  I'll try updating my build of Derelict as well.

On a separate note, I'm starting to think that I must be missing more drivers, or it's trying to load more 64-bit drivers, as if I don't have libsndfile-1.dll copying over to the directory, it doesn't run at all.

9
D / Re: String, Dstring, and Char[] oh my...
« on: December 29, 2013, 08:45:16 am »
Ah, ok, no problem.

10
D / Re: String, Dstring, and Char[] oh my...
« on: December 29, 2013, 07:17:47 am »
Any luck with this, Jebbs?

11
D / Re: String, Dstring, and Char[] oh my...
« on: December 28, 2013, 01:32:50 am »
Alright, I figured out that the issue with the debug stuff was that I had forgotten to copy the .dll files into my project workspace so it would copy the new ones instead of the old ones.  However, despite not getting the "Stream closed?" message, it still freezes on me when trying to load the file from the path given by the file window.  If it's OK with you, I'd like to send you a zip with my project inside so you can look at this yourself, because I must obviously be missing something (and it consists of 5 source files, some images, etc).

12
D / Re: String, Dstring, and Char[] oh my...
« on: December 24, 2013, 05:09:32 pm »
Thanks for the tips, you're right that works perfectly on its own.  But if I try to put it back into my real code for the program, I still get the freezing.  And I still get those debug messages, so apparently I've still got your debug code in there somehow despite rebuilding DSFML and using the latest DSFML-C nightlies.  Perhaps I'm doing that wrong.  When we get that other thread sorted out, I'll try this again.

13
D / Re: DSFML-C "Nightlies"
« on: December 24, 2013, 04:40:59 pm »
So if it is finding the lib files automatically when building DSFML, where do I put the new ones I just downloaded for it to build against?  Will what you posted (the dmd main.d line) work for building DSFML too?

14
D / Re: DSFML-C "Nightlies"
« on: December 24, 2013, 02:06:44 am »
OK, I did manage to find the instructions a little buried, but doesn't it build against the DSFML-C libraries?  How do I tell it where to look?  It seems to succeed automatically, but I don't know how to guarantee it's building against the latest libs.

15
D / Re: DSFML-C "Nightlies"
« on: December 23, 2013, 10:54:41 pm »
You may want to restore the building instructions then on the DSFML Github, because I couldn't find them anywhere.

Pages: [1] 2 3
anything