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1,127 bytes added ,  02:48, 14 August 2012
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:Yes, aesndlib with gcmodplay. I did feel around the Wii when it happened to see if there was a lot of heat, but it didn't seem like there was. And you'd think a heat issue would start causing random graphics glitches.... I kind of don't want to try to reproduce it.... It freaked me out a bit the first time it happened! I was worried that something had gone permanently wrong with my Wii after the 20 minute unplug didn't cure the issue.... Even if I could reproduce it, I wouldn't have a clue as to what was causing it or how to fix it.... It's weird that it only seemed to affect MOD files played with gcmodplay (I bet that's what Homebrew Browser uses too) and the startup tones on the system menu (maybe the low notes weren't playing, so I was only hearing the higher-pitched ones, but it definately sounded different... I wonder if those tones use a MOD-like format?). --[[User:Mr. Reaper|Mr. Reaper]] 06:37, 13 August 2012 (CEST)
 
:Yes, aesndlib with gcmodplay. I did feel around the Wii when it happened to see if there was a lot of heat, but it didn't seem like there was. And you'd think a heat issue would start causing random graphics glitches.... I kind of don't want to try to reproduce it.... It freaked me out a bit the first time it happened! I was worried that something had gone permanently wrong with my Wii after the 20 minute unplug didn't cure the issue.... Even if I could reproduce it, I wouldn't have a clue as to what was causing it or how to fix it.... It's weird that it only seemed to affect MOD files played with gcmodplay (I bet that's what Homebrew Browser uses too) and the startup tones on the system menu (maybe the low notes weren't playing, so I was only hearing the higher-pitched ones, but it definately sounded different... I wonder if those tones use a MOD-like format?). --[[User:Mr. Reaper|Mr. Reaper]] 06:37, 13 August 2012 (CEST)
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:Hey, brand new question! I am working on a side project, and I have the need to allocate a lot of sound voices.... Of course, the default AESND_AllocateVoice quickly runs out of voices, so I wanted to try out your modified code with AESND_AllocateNextFreeVoice, so I grabbed libaesnd.a and aesndlib.h from your google code page and copied them to the right places (backed up my originals first). Well, when I use your sound libraries, it seems to chop off the first part of a sound (the standard aesnd libs don't do that for me).... Even if I change nothing else in my code (still use a static voice channel), if I compile with your libs the sound gets chopped, but with the standard libs it plays fine.... That's a problem for me, because I'm using some very small sound samples of like 1/10th of a second in length, so I'm losing like half of the sound or so.... Other than that, I can tell that AESND_AllocateNextFreeVoice is working just how I need it to.... Maybe your modified libs are based on an older version of aesnd or something? Any way to fix this? --[[User:Mr. Reaper|Mr. Reaper]] 02:48, 14 August 2012 (CEST)
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