I just tested the VU stuff and it seems to work perfectly now, I was sure that awhile ago when i inited FMOD with FSOUND_INIT_ACCURATEGETCURRENTVU it stopped me from getting any type of VU Reading, when using either mods or streams can’t remember which but it seems to work now.
I’am gona try to readd FX stuff, but something major caused me to abort it last time, I can’t remember what, I thought it was it stoped my FFT, maybe it was the global focus thing, not sure but something was wrong and when i asked you, you said it was something to do with DSP, my memory is really good, goood for nothing that is
I also have noticed the same problems with the skipping of the track with the eq control! My code is very similiar to the code found in the zip file!
I’m going to increase the buffer size and see if it makes a difference!
If that doesn’t work then it looks like we’ll have to accomplished EQ control via DSP ?
I’m going to look into it , just in case!
- VampyreWAB answered 16 years ago
Brett, I’am not sure if this is something I’am diong wrong or what but…
When i init FMOD using
If FSOUND_Init(44100, NumChannels, (FSOUND_INIT_GLOBALFOCUS Or FSOUND_INIT_ACCURATEGETCURRENTVU)) = 0 Then Play = "Fail:Init Fmod" Exit Function End If
When I try to aquire the VU using FSOUND_GetCurrentVU it don’t work on streams, it works just fine on mod’s, xm’s ect..
When I init removing the FSOUND_INIT_ACCURATEGETCURRENTVU the VU works fine for both.
I just did some tests brett, and when I and the init flags that I want it works, or’ing them don’t. Any ideas?
UPDATE:Ack sorry, thought it worked, it don’t. I am initing with these flags… FSOUND_INIT_ACCURATEGETCURRENTVU And FSOUND_INIT_ENABLEOUTPUTFX And FSOUND_INIT_GLOBALFOCUS, now everythign works correctly.
I touch Internet exploer and boom sound is lost. I wait and when the song changes, the sound is heard, I touch my player and then go back to IE, sound lost again. Hope this helps.
The cracks are gone with the newer DLL here.
The equalizer works but it needs some more configuration, because the bands have gaps between them.
You can hear it especially with the lower frequencies :
When you silence everything up to 1Khz, you hear high tones, but also still the lower tones.
I have tried it with some white noise, recorded it, and analyzed it in cool edit, and then you see very well that it isn’t equally distributed.
Here’s a picture when all bars are completely down :
- Adion answered 16 years ago
A C++ programmer chimes in: I had crackles with the 10-band EQ that I built using the DirectX Parametric EQ; they are gone with the new DLL. Yay! I have another problem, though: when I call FSOUND_Stream_OpenFile with the flags set to FSOUND_HW2D | FSOUND_ENABLEFX so that I can use FX, the audio stops when I switch the focus away from my application’s window, even though I am specifying FSOUND_INIT_GLOBALFOCUS in FSOUND_Init(). Anyone?
I’ve still got quite a bit of work to do on it however you might wana take a peek at the [url=http://www.gamingbattleleague.com/beta/gsource.zip:1e7tkug3]GPlayer source code[/url:1e7tkug3]. It is a small player that plays most sound types with or without spectrum, and a VU to boot. small playlist support ect. Still lots left to rewrite and document but it should help. This is the source code I plan to submit to Brett to have for a new VB sample. It is chalk full of api calls, and thus is pretty fast, even on my crappy 266.
This is the complete source code to the project includnig all bitmaps, resource files ect. There are no additional dlls or ocx files. If you do not have VB and would like the EXE please notify me and I will build one and post on my site.
I was going to use EQ and other FX’s however I couln’t manage to get spectrum working while using FX’s. Thus i scrapped the whole FX project. If you have any suggestions on how to imporove the player please don’t hesitate to ask.
You misunderstood me Brett, what i mean is that if I init FMOD with FSOUND_INIT_GLOBALFOCUS and I also or the FSOUND_INIT_ENABLEOUTPUTFX. Now I do not get any errors what so ever. Now when i try to turn trun on FFT via FSOUND_DSP_SetActive(FSOUND_DSP_GetFFTUnit(), 1) The FFT does not work.
You told me it was because DSP buffers can’t be retreaved or something like that after mixing. I can’t quite recall now.
Also while I got your attention I shoudl note that FSOUND_INIT_ACCURATEGETCURRENTVU completly kills VU on streams, it works just fine under modules thou, or was it the other way around, i’ll do some further testing.
Btw, sorry I’ve been away for awhile, had some RL issues that needed delt with, glad to be back in the saddle thou.
Please login first to submit.