work with a sound

BlitzMax Forums/BlitzMax Tutorials/work with a sound

FantomKite(Posted 2009) [#1]
Good afternoon. Help to understand with TChannel. How to use a lot of channels and where to declare them ? If it is possible write on Russian.


markcw(Posted 2009) [#2]
Russian? I should be so lucky.


FantomKite(Posted 2009) [#3]
Understood already. A theme is closed.


markcw(Posted 2009) [#4]
Er ok then, here's some TSound topics.

AllocChannel explanation needed
PlaySound (better)
PlaySound and CueSound confusion
Wild Audio Sequencing Experiment <gone bizarre>
TChannel problem
IrrKlang Again
Drag and drop music?
OpenAL
Loop sound while keydown
Changing pitch to play notes of an octave
GC is pretty damn thorough.
MiniB3D Sound Module
sound - can someone explain why this doesn't work
StopChannel frees the channel?
music - has a multi-channel module.

Also, audio changes in BMax versions.txt.

***** 1.33 Release *****

* TChannel Playing() methods in BRL.OpenALAudio and BRL.DirectSoundAudio modified to return False if channel is paused.

***** 1.32 Release *****

Fixed DirectSound panning so it's (more) linear.

OpenAL sources in INITIAL state are now considered to be paused/active, preventing premature recycling of cued channels.

Various other fixes to OpenAL driver.

***** 1.30 Release *****

The default audio driver for Windows has been changed to DirectSound. This means if you don't call SetAudioDriver(), the DirectSound driver will be used. For Mac/Linux, FreeAudio is still the default driver.