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740 bytes added ,  22:28, 30 July 2012
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I will have to convert that XM to an OGG I guess (massive increase in file size, but still better than having to convert it to RAW as I'm currently doing!)... so my next question is... How do I implement the OGG playback? I'll try to look at the Tremor thing in your google code, but if you have any more helpful tips and easy instructions, you could post them here for the benefit of anyone else who wants to use these things. Thanks! --[[User:Mr. Reaper|Mr. Reaper]] 01:27, 30 July 2012 (CEST)
 
I will have to convert that XM to an OGG I guess (massive increase in file size, but still better than having to convert it to RAW as I'm currently doing!)... so my next question is... How do I implement the OGG playback? I'll try to look at the Tremor thing in your google code, but if you have any more helpful tips and easy instructions, you could post them here for the benefit of anyone else who wants to use these things. Thanks! --[[User:Mr. Reaper|Mr. Reaper]] 01:27, 30 July 2012 (CEST)
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:Hi Reaper, take a look in the devkitpro examples.
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devkitPro\examples\wii\audio\oggplayer + working demo as template.c
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(I rewrote that oggplayer.c since the code was on the fudged side, it works just fine as it is - I just rewrote it so I could understand how the whole thing worked)
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As for aesndlib you probably don't need my changes to aesndlib.c, see http://forum.wiibrew.org/read.php?11,68659,68659.  I find AESND_AllocateNextFreeVoice(...) very useful in my games, since it will give you a free voice something the old sound lib use to provide, I prefer to dynamical pop of my sounds as it simplifies everything no end.
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BTW what was the name of the XM file it could not play, I'll give it a go here to see if anything can be done.
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