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DataType_Sound_Signal was made to play sound for another project. I release it (with sources) if it can be useful for someone. DataType_Sound_Signal use - the sound Datatype to play sound - the messaging processus to pass order to the sound player (STOP / volume UP / volume DOWN) 13/03/04 v1.1 : -Correction of a bug in the message reception (use of integer messages instead of string messages). -Correction of a mistake, I forgot to use AllocSysObjectTags(ASOT_MESSAGE when allocating the message and to free it by AllocSysObjectTags. Thank to Thomas Rapp to spot me this mistake. 12/10/20 v1.0 I am not able to use the SDTA_Pan balance, is it work for somebody ? On my system, no effect, SDTA_Pan is always 0. DataType_Sound_Signal is made of 2 programs 1) DataType_Sound the sound player. Sound play will stop if the sound is over or if CTRL-D or if the second program send a STOP request usage : DataType_sound Test.wav number_of_cycles volume volume_increment num_msg_port [debug] where Test.wav is the name of a sound file where number_of_cycles is the number of repetition of the sound (0 is for infinite loop) where volume can take the the value 0 (no sound) to 64 (highest volume) where volume_increment is the number of volume who will be decreased or increased when the program will received the order DOWN or UP where num_msg_port is the number who will be concatenate to DataType_Sound_Port_ to created the communication port. the second program (DataType_Sound_Break) will communicate on this port. It's possible, therefore, to launch multiples sounds in parrallel. where DEBUG will print some debug info (optional) 2) DataType_Sound_Break to control the sound player if needed. This program bind itself to the message port of the player program and can send to him some basic requests usage : DataType_Sound_Break UP/DOWN/STOP num_Msg_Port [debug] where UP is to increase the sound volume by volume_increment where DOWN is to decrease the sound volume by volume_increment where STOP is to stop the sound play where num_Msg_port is the number who will be concatenate to DataType_Sound_Port_ to find and bind the communication port. the request message will be sent to the first program (DataType_Sound) by this port. where DEBUG will print some debug info (optional) Example of 2 sounds played in parrallel with 2 controller : 1) on a first shell DataType_Sound Test.wav 0 32 5 01 DEBUG will play the test.wav sound forever (0) at 50% volume (32) with a volume increment of 5. The message port DataType_Sound_Port_01 is created (01) Debug mode on (DEBUG) 2) on a second shell DataType_Sound Test.wav 999 64 10 02 DEBUG will play the test.wav sound 999 times (999) at 100% volume (64) with a volume increment of 10. The message port DataType_Sound_Port_02 is created (02) Debug mode on (DEBUG) 3) on another shell DataType_Sound_Break UP 01 DEBUG will increase the volume of the 1) program of 5 (volume_increment) DataType_Sound_Break STOP 01 DEBUG will stop the sound player 1) 4) on another shell DataType_Sound_Break DOWN 02 DEBUG will decrease the volume of the 2) program of 10 (volume_increment) DataType_Sound_Break UP 02 DEBUG will increase the volume of the 2) program of 10 (volume_increment) DataType_Sound_Break STOP 02 will stop the sound player 2) DataType_Sound_Signal is based on the samples from http://wiki.amigaos.net/index.php/Datatypes_Library and http://obligement.free.fr/articles/amigae_datatypes.php I have just added the messaging, volume control and end sound signal. Datatype and messaging are great functionnality :) I will be happy, if it can be useful to someone Guillaume 'zzd10h' Boesel |
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