(Not sure if this is the best section for this topic but it's intro/cracktro related. Shift it somewhere relevant if not.)
Is there a common way of implementing module replayers in demos and intros these days? Writing a replayer routine from scratch is beyond my abilities at the moment and there probably isn't much point reinventing the wheel to be honest.
The only methods I know of at the moment would be:
* Using FMOD.DLL
* Using BASSMOD.DLL
* Embedding a ProTracker replayer routine in the code. ie. A class library or something to that effect.
Most of what I'm reading regarding music/sound coding at the moment only goes into any detail for WAVs. :(
If anyone can point me in the direction of any useful resources on the net about this it would be appreciated.
Another thing I'm curious about at the moment (although this is probably just my current inexperience showing) is single filing my programs. At the moment if I created a demo it would be:
* The main executable
* BASSMOD.DLL
* MyFunkyTune.mod
My ideal solution would be to have a single executable. The only way I can guess to do this so far is to put "MyFunkyTune.mod" in the executable as a custom resource, load it into memory somewhere and then use BASSMOD calls to play it.
This would still require BASSMOD.DLL too though. Unless there is a way to include a DLL as a resource and load that into memory too?
Not sure if I'm on the right track here but if anyone has any links to any tutorials regarding this too it would be great.
*done the christmas shopping ... now I'm doing the christmas swotting! :) *
@zYX!
this sounds like a cool project your upto....
alas the last time i played with direct sound under DX was a complete nighmare getting ti to compile with the rest of my OpenGL code... f*ing pain it was..
I will keep searching online for answers, all i found thus far is this
http://www.sonicspot.com/fmod/fmod.htmlbut i figure you already know about that one....
@Zetr0
Well, it's a project but we'll have to see if it turns out cool.
Yeah, I've seen the FMOD library before and have got some test code up and running playing a mod using the BASSMOD library.
| QUOTE |
| alas the last time i played with direct sound under DX was a complete nighmare getting ti to compile with the rest of my OpenGL code... f*ing pain it was.. |
What was the problem out of interest? I found BASSMOD pretty well behaved, as long as you allocated resources correctly and remembered to release everything it was relatively straightforward.
I had some problems with Directsound and never got around to fixing them, instead I use waveout these days. Usually Ufmod is what I use but I do know of some other sound libs that are interesting, I have a future composer soundlib, a sid player and v2m has been available for a long time.
All those libs have doccumentation available on the web to get them working with your prefered C++ development environment, if you get stuck I suggest you ask the nice people at the dbf forum who will definately be able to help you out. (many sound libs like the 10kb sid player) are only available at dbf because they were developed there.
Ufmod looks interesting - I've just had a scan through the example source.
I might give that one a try for a start and see how it goes.
Thanks :)