Results 1 to 10 of 10

Thread: Dx8 Music

  1. #1

    Thread Starter
    Addicted Member
    Join Date
    May 2001
    Location
    Montréal, Québec
    Posts
    195

    Dx8 Music

    I would like to know how can we "download" segment of mp3 or others files type in DirectMusic.

    For the wav, mid and rmi (the supported ones) it's fearly easy to use cause all the functions are included in Dx8.

    But has you know wav files are very big and mp3 files... tend to be smaller It's the reason why I want to use them.

    Any idea?

    Thks

  2. #2
    PowerPoster Fox's Avatar
    Join Date
    Jan 2000
    Location
    *afk*
    Posts
    2,088
    Some guys used to decompress their MP3s into WAV when loading the game... But there should also be better ways to do that - I wouldn't know any ATM though..

  3. #3
    Good Ol' Platypus Sastraxi's Avatar
    Join Date
    Jan 2000
    Location
    Ontario, Canada
    Posts
    5,134
    Search for a "LAME ActiveX control", it's an MP3 encoder that can be used with VB. Not sure if it has a decoder as well, if it does you can decompress mp3s into wavs with that. Though if you do that I suggest streaming.
    All contents of the above post that aren't somebody elses are mine, not the property of some media corporation.
    (Just a heads-up)

  4. #4
    Frenzied Member Jotaf98's Avatar
    Join Date
    Jun 2000
    Location
    I'm not gonna give you my IP address! Ok... Portugal, South-Western Europe, 3rd rock from the sun (our star is easy to find, a 47 Ursae Majoris in the Milky Way :p )
    Posts
    1,457
    You could also have the MP3 in the package that people download, and have the Setup program decode them into WAV when the game is installed
    Code:
    Temp = Me.GetIQ()
    'Error 9: Overflow
    'DON'T PANIC! :eek:

    To learn how to use realistic effects in your games like fire, rain, snow and magic effects, read my article on particles systems here.


    Jotaf's Theories!
    "Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision."

  5. #5

    Thread Starter
    Addicted Member
    Join Date
    May 2001
    Location
    Montréal, Québec
    Posts
    195

    Mp3

    In the worst case I would have done what you told me, I didn't want to do that because wav is too big :/ (50 megs or more per sound I wish to use)

    I wasn't able to load mp3 in DirectX 8
    but I was able to achive a decent result using the Active Movie Control, with it you can load any type of mpeg files.

  6. #6
    Frenzied Member Jotaf98's Avatar
    Join Date
    Jun 2000
    Location
    I'm not gonna give you my IP address! Ok... Portugal, South-Western Europe, 3rd rock from the sun (our star is easy to find, a 47 Ursae Majoris in the Milky Way :p )
    Posts
    1,457
    There was a thread on that a while ago, and we came to the conclusion that that was the best way
    Code:
    Temp = Me.GetIQ()
    'Error 9: Overflow
    'DON'T PANIC! :eek:

    To learn how to use realistic effects in your games like fire, rain, snow and magic effects, read my article on particles systems here.


    Jotaf's Theories!
    "Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision."

  7. #7
    Junior Member
    Join Date
    Sep 2001
    Location
    Hoopeston, IL
    Posts
    22
    Frodo, the C64 emulator does the same thing as Zsnes. It uses DirectX to emulate the sound by filling a buffer and it's open source, written in Visual C++, so maybe you could have a look at it instead.

  8. #8
    Good Ol' Platypus Sastraxi's Avatar
    Join Date
    Jan 2000
    Location
    Ontario, Canada
    Posts
    5,134
    Just create a function to extract the data into from an MP3 into a sound buffer! It'd be easy, I've played an MP3 with sndPlaySound (not very well mind you, but it worked) with a home-made function. You can get specs for the MP3 file format (as well as ID3v1 and v2) at http://www.wotsit.org/
    All contents of the above post that aren't somebody elses are mine, not the property of some media corporation.
    (Just a heads-up)

  9. #9

    Thread Starter
    Addicted Member
    Join Date
    May 2001
    Location
    Montréal, Québec
    Posts
    195

    Smile :)))

    Thanks for the link It will be very interesting!!!!

    For the C64 Emulator I'll also look how he does but I never code DirectX in C :/

  10. #10
    Frenzied Member Jotaf98's Avatar
    Join Date
    Jun 2000
    Location
    I'm not gonna give you my IP address! Ok... Portugal, South-Western Europe, 3rd rock from the sun (our star is easy to find, a 47 Ursae Majoris in the Milky Way :p )
    Posts
    1,457
    Hey Sastraxi, can you e-mail me that mp3-player?

    Btw, why do you say "not very well"? Does it have some bugs, or does not reproduce quite what's in the mp3 file?
    Code:
    Temp = Me.GetIQ()
    'Error 9: Overflow
    'DON'T PANIC! :eek:

    To learn how to use realistic effects in your games like fire, rain, snow and magic effects, read my article on particles systems here.


    Jotaf's Theories!
    "Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision."

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  



Click Here to Expand Forum to Full Width