28 December 2019, 12:24 | #81 |
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AHI (start 1994) comes later and is only useful with fast processors because of it's mixing nature. Games used Paula direct because there wasn't something else. Some later games in the mid/end '90 supported it. It has also a Paula direct mode.
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28 December 2019, 14:48 | #82 |
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Yeah, but games used paula direct because they didn't need/want any library or the OS to play audio. But there are players (TFMX) that are able to play more than 4 channels at once (or possibly game engines). Still using hardware/custom code.
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10 January 2020, 22:59 | #83 |
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Decided to give the 5.3 version of this library a go, but can't get the example program to work under Amiblitz 3.7.3 on WinUAE. It compiles fine (for simplicity I changed the paths to ram:filename, but kept everything else the same), but just sits there silently mocking me. It quits fine when I right-click, and the debugger doesn't show any issues. The mod plays fine in HippoPlayer. Is there something I'm missing?
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11 January 2020, 19:35 | #84 | |
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12 January 2020, 00:05 | #85 |
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Yeah, there's one of the Lotan libraries that also uses 195 - that's an old one though from the Ultimate Blitz CD I think, it's also #195 in my Blitz 2.1 setup. But I changed the library number to 48 and rebuilt my deflibs with it, and the commands are recognised fine (though the library name itself is not).
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12 January 2020, 11:02 | #86 | |
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02 April 2020, 00:31 | #87 |
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This library is great! With Amiblitz2 I had no problem generating deflibs, and plays nicely. One issue I have is that when using it in Vampire V4 I am getting no sound from it, no module sound and no sfx sound. Any idea?
At least it is better than then default Module from Blitz, it hangs the V4 when used. With this lib it is just no sound. |
13 July 2020, 11:08 | #88 |
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13 July 2020, 17:44 | #89 |
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Any possibility to use KS1.3?
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13 July 2020, 22:12 | #90 |
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Please, as far as I'm concerned, go ahead! This library is all thanks to phx, I just converted the latest version for Blitz Basic, based off of idrougge's older version.
This library should support KS1.3. |
15 July 2020, 15:02 | #91 |
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I added the ptplayerlib to the AmiBlitz3-package.
It has libnum #48, as #195 is already used by LotanArgs. Does someone know if there is any documentation or amigaguide for that library? |
25 July 2020, 21:18 | #92 |
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First I'd like to say, this is fab and works unlike the CIA tracker lib for Blitz I was using which caused crashes and didn't work on 1.3.
I'm not sure if I'm setting it right I tried setting the channel to play the samples to 3 and then tried setting the music mask to %1110 (my mod uses channels 0-2). But still the sample playing stops channel 2 (or at least it's channel 2 in ProTracker!) Am I getting the mask/ch wrong? Cheers, |
26 July 2020, 02:03 | #93 |
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26 July 2020, 13:03 | #94 |
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Doh!
Changed it to that but the sfx is blocking out the channel which is 3 on ProTracker. %1011 does the same and so does %1000 which is very odd. On my Protracker mod, Channels 1,2,3 have the music. 1 - drums/bass 2 - hihat/bass 3 - tune 4 - Blank Without the mask or with, the tune keeps getting stopped by the SFX but it should be choosing the blank channel? I then got rid of the mask and tried setting the channel on the samples (first 0, then 1) and it still eventually started to block out the tune... I should note I'm using the version that's been added to the Ultimate Blitz CD install. EDIT setting the channel to 2 in Blitz under WinUAE seemed to work and the sounds went on the blank channel. But then I tried the compiled exectuable in WinFellow and they blocked the tune again. EDIT2: setting MTMusicMask %0100 is working. Last edited by Coagulus; 26 July 2020 at 16:18. Reason: retried and didnt want back to back posts |
27 July 2020, 20:22 | #95 | |
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28 July 2020, 15:44 | #96 |
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Hmmm. I just had a look at the source code again, and it seems that the mask set by mt_musicmask() is just a "hint" which channels should better not be used for effects. But when the player only sees busy channels, with no free lines at the current pattern position, it might use those channels nevertheless.
So when you give your mask as %0100, prioritising only a single channel, the chances are higher that all your effects fit into the remaining channels. |
28 July 2020, 18:41 | #97 | |
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29 July 2020, 12:25 | #98 | |
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Code:
WBStartup INCLUDE "ptplayer_inc.bb2" MTInstall 1 ; Install the CIA MOD player routine (1=PAL,0=NTSC) LoadBank 0,"playingw.mod",2 ; Load a module into chipmem addrMod.l=Bank(0) ; Get the pointer to the module DEFTYPE .sfx clap ; Create a sfx instance LoadSound 0,"909Clap.iff" ; Load a sound ; Initialize a sfx for ptplayer SFXInit{&clap,0,64,-1,1} ; {*pointer.sfx, sound_index, volume, channel (-1=best), priority (>0) } MTInit 0,0 ; Initialize a module from bank 0, start position = 0 MTPlay On ; Start playing the module While Joyb(0)<2 VWait If Joyb(0)=1 MTPlayFX &clap EndIf Wend MTEnd ; Stop playing the current mod MTRemove ; Remove the CIA MOD player routine End |
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29 July 2020, 16:34 | #99 |
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Usually you should be able to specify a fixed channel number when starting an effect. But I'm still confused about your statement that it didn't work for you to play an effect on a fixed channel of 0 or 1. Or did I misunderstand that?
Otherwise MickGyver's example with SFXInit and MTPlayFX should work for you, if you replace the -1 in SFXInit with your prefered channel number. |
06 January 2021, 16:33 | #100 |
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I was looking for some source code to load a Protracker file into Blitz and this came up in search, although it doesn't exactly do what I want, so let me ask:
Can I, instead of playing the module, extract some of its data to use in other ways? For example: find sample #8 and play that using Blitz, and show the sample name. |
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