Apricot sound?

Was anything added to sound during the Apricot development? I’m still using PYSOUND and wonder if it’s redundant now.

Glenn

No, I assume a big portion of Yo-Frankie’s filesize is the sound files.

If you have windows and the issue is filesize download the Switch Sound File Converter (there’s a free version available) and convert sounds to uncompressed .wav’s at 8000hz 32 bit stereo…

I don’t know what kind of voodoo it does but whatever it did to convert the sounds resulted in my Mini-golf game having 5 packed 1 minute .wav music files and being a tight 33.5 megs in size. My shooting game demo has a 3 minute .wav file and is only 33 megs with a good chunk taken by geometry and textures. My crash arena game by comparison has one 1 minute+ unconverted .wav file and no real textures from a sound CD and is 50 megs in size.

EDIT: Oh, and the sound also doesn’t lose its quality in the process.

Better than Ogg files? That’s what I’ve been using in the past.

G

I don’t know how small .ogg files are but I checked and a 3+ minute .wav file I have is only about 5.6 megabytes. .mp3 files are still smaller, but the size of the .blend file is much smaller.

Ogg is open source cross-platform audio format, it is compressed audio with Vorbis codec,which is less popular but more reliable than any other codec.(or something like that). Wav is a microsoft uncompressed audio standart. To compress it, one must use codecs, so I doubd it ,that a compressed wav is better than ogg.

Ogg files are very small :smiley: . This is why I use PyGame. I should have a look at pysound and pysonic as well. I just use PyGame because I stumbled across a thread on how to use it :smiley:

At this moment, i’m trying to solve these things :-).
I have been cleaned a bit OpenAL part of SoundSystem Blender library to use OpenAL-Soft and ALURE(ALUT sustitute).
I can reproduce perfectly the previous features (.wav files, etc) and now I’m trying to modify the load sound code to listen some OGG or Flac files.

This is the patch with the modifications that i’ve done until now.
http://jbernalmartinez.googlepages.com/openalsoft-alure.txt
I think these modifications will activate the BGE sound in MACOSX intel but i can’t test it. So that, if you have MACOSX intel, compile Openal-Soft, Alure, apply the patch and test it!!

Wow, the miracle of open source, you ask for something that’s missing in the program only to find it’s being worked on by someone.:wink:

Thank you for trying to expand sound support Bernel, if you can you should also try to allow playing of .mp3 files as well.

Of course. ALURE supports mp3 too. When i get to run Ogg files automatically mp3 files will work without problems too.

Good, because .mp3 files for games are very common on the internet and I’m not sure of any site containing huge amounts of .ogg’s.:slight_smile:

Will this allow more sounds to play at the same time? This is the reason I have moved over to PySound rather than the system that the BGE has at present.

Glenn

Yes. I have increased the number to 256 sounds (this number could be higher if would be necessary). Anyway it depends if your processor has the enough power to play them.

For Openal-Soft creator :

OpenAL Soft, which is a software OpenAL implementation, works comfortably on a 900MHz x86 processor running Windows with ~100 sounds playing at once.
As is a software implementation it will depend of your processor. With a Pentium 1 perhaps (if you are a lucky man) you can play 10 sounds at the same time. :slight_smile:

P.D.
a screenshot of 90 sounds playing at the same time (well separate 2 tics each one to can differentiate them)
http://jbernalmartinez.googlepages.com/90soundssimultaneosly.jpg

Okay, small feature request, but nothing fancy or anything that’ll require a lot of work.

How about a simple option to set the priority of the sound played, so if your maximum is 100 sounds it would go like this.

1). You set the background music to have a priority of 1
2). You set the boxes hitting ground sound effect to have a priority of 0
3). When more then 100 sounds are playing, it’ll only stop playing some of the priority 0 sounds and never the priority 1 sound.

Campbell increased the sounds capacity of the BGE to 32 for Yo-frankie, but the priority setting would be the best solution.

for consistency you should have priority 0 > 1, like the armatures. The lower the more important

more updates:

Even sounds well ;).
I’m going to sleep.

That would work too.

The screen with the different types of sound file is really sweet looking, good work.

Sweet, by 2.5 Blender game engine will be respectable in almost every aspect.

Jorge Bernal, any updates on the BGE sound enhancements? And is there a patch with the newest stuff including the multiple sound file formats that people can make builds for and for Ben2610 to review?

This evening i will upload the patch with newest stuff, but I have to think (yet) how to use ffmpeg library to load sound files in lieu of ALURE (which depends of libsoundfile, mpg123 and vorbis libraries) and this way we have a system of load files (video and sound) more homogeneous (only depending of ffmpeg library).

Moreover, I want to add support for enviroment sound effects (such as reverberation or low pass filter throught OpenAL-Soft EFX extension) and support for 5.1, 6.1 & 7.1 channels.

Perphaps another thing that it would be necessary is to can choose how you are going to play your sound and/or your music, from memory or from streaming. each one has its own advantanges and problems:

  • From memory has the problem that all the file is descompress in memory (for example an Ogg or Mp3 background music file would use 70Mb more or less) and the advantange that it use a bit less CPU power than stream. This method is appropiated for sounds (shoots, hit, bells, etc)
  • From stream has the problem that it use a bit more CPU power than memory method but it uses a lot less memory (90% less) than the memory method. This method is appropiated for music backgrounds.

I must say I like your vision. Hope you make it work! keep it up!