Re: Advanced Sound Object
Awesome, thanks for this, Looki! Random still freezes, though.
Re: Advanced Sound Object
This is an amazing extension! The possibilities are endless. Great work, Looki. :D
Re: Advanced Sound Object
Re: Advanced Sound Object
I could've wished for an extension like this some time ago :) nice work Looki!
Re: Advanced Sound Object
Thanks. :)
I have uploaded a new version.
You can get all generator variables via expressions (Old expressions have been removed since they were useless).
The menus are a bit more organized now, and you can disable the genrator completely in the object's properties (for the sake of efficiency), plus you can set the length of the buffer for the sound generator (It's 5 seconds by default).
Re: Advanced Sound Object
Nice. Are you planning to make a Flash version?
Re: Advanced Sound Object
Very nice.. very good work ! Thank you !
Re: Advanced Sound Object
Mokhtar, I haven't looked at it yet but I would like one as well. However, I might not be able to play a sound from a buffer in Flash. I don't know.
Re: Advanced Sound Object
Nice extension.
Please teach the method of get the position and length and the looping play.
Re: Advanced Sound Object
You can use MMF's inbuilt expressions for that! They take a string parameter anyway.
For example: SamplePosition("Test")
Playing a looped sound is not yet supported but I might add it later.
However you can simulate looping with the expressions:
SamplePosition("Test") == SampleDuration("Test")
+ Set position of sound "Test" to 0
Re: Advanced Sound Object
"SamplePosition" and "SampleDuration" are MMF2 sound function?
"SustainPunch( "Advanced Sound Object" )" and "DecayTime( "Advanced Sound Object" )" are not work?
Re: Advanced Sound Object
This picture shows you how to do it:
http://i.imgur.com/VCm6D.png
SustainPunch and DecayTime work fine here!
Re: Advanced Sound Object
Update. The object has been renamed to simply "Sound Object" - the link is different as well:
http://clickteam.info/looki/Extensions/Beta/Sound.zip
You can now play a sound and directly specify its parameters (volume, pan..). Also, there is a condition that is triggered whenever a sound is played. You can then get the sound index and the channel it is played on via expressions.
Re: Advanced Sound Object
Thanks for this extension :)
Just wondering can you use the filters etc on wav sounds you load or just generated? I just had a quick look through the examples and options but it seems for generated sounds only.
Re: Advanced Sound Object
For generated sounds only. It would take too much effort (and increase in file size etc.) for it to work on any sound.
I *could* add support for loaded WAV files - No OGG etc. - but that sounds kind of messy. A dedicated extension would be nicer.
Re: Advanced Sound Object
That is what i was originally thinking thanks for the info.
Yeah a dedicated effects extension would be much better. Sfxr is mainly aimed at retro sounds also so the filters and effects could be more advanced in another object.
I just sent you a PM by the way, hopefully you got it ok :)
Re: Advanced Sound Object
The problem is that MMF's sound engine was not meant for effects etc. - You'd have to use a separate library like FMOD or Bass that allows you to easily apply effects.
Thanks for the PM - Just so everybody knows (I know some people on Gwerdy asked me this before) - I'll port the extension to Flash :) Thanks to Atom who discovered an AS3 version of sfxr!
Re: Advanced Sound Object
Ok, yeah Xlua FMOD was probably the most advanced audio for MMF i have seen yet but i think that has some license to it. Most of the time is doesn't matter because you can just render to wav or mp3 sounds but realtime effects like filters and reverb would be very useful. Hopefully MMF3s sound engine will be more advanced though. :)
This is a very useful object though and nice for retro sounds, a flash version will be great so hopefully that code works ok. Thanks Looki :)