Any help is appreciated (:
Type: Posts; User: TwiTerror; Keyword(s):
Any help is appreciated (:
Maybe that helps? I'm not sure if there were examples in that build of the installer.
Have a try!
I am still here and getting back into the swing of things after a busy couple of months. When school starts up again and I'm not fulltiming I will have much more time to ommit to this project. (:
Solution = add 128 to the signed byte.
To place unsigned data you would likewise subtract 128 before saving.
Onu should already be vitalized. I'll need to confirm this.
I had a LOT of trouble with that myself. The best bet is to ALWAYS use param1 and param2 if you have 2 or fewer parameters, otherwise use the param methods.
In the case of expressions I think...
I would be happy to provide an interface to connect with Onu, if desired, as all the information Milkdrop needs to create visualizations around music is provided in the extension already. (:
If I didn't have both a fulltime job interweaving every other school term then I would totally take this on. I'll get back to you around mid August to let you know where I stand definitely.
Hahaha, yes. I think easier ways would be to just access a lot of null pointers. (:
I've heard nothing good about dreamhost, actually. I'm about to switch to Slicehost for a VPS solution since it'll whatever I want/need. (:
Hmm, that depends on what set of functions you are using. I've seen 40kb DLLS go up to 300kb. (:
I think xerus had this bug with Bonesaw for a long time, and going back AWAY from HWA didn't fix it. It's most strange. He mentioned that he believed the bug was fixed, though, so good luck.
That is ridiculously handy. Thanks.
I'll be switching servers VERY soon, for a lot of reasons, but mostly the ones that you've noticed already. (:
I think this step is vital, and it's a good one to point out.
Naturally, doing this buffs up the size of your extensions a good bit. The reason is that it's including the runtime libraries inside...
I've done bug fixes across the board (there were a few minor random ones hiding in various places) and added a way to have Onu pause everything when MMF was also...
Oliver, I'm doing some quick work on Onu while I have a minute today, and I just cannot reproduce this bug for anything. Can you possibly give me the exact steps?
I wonder if there is a problem...
Use Onu. Onu has visualization stuff for you to do whatever you want with. You can get FFT analysis, spectrum data, etc. Then you can do whatever you want with it.
Onu has advanced sample-playback options. You'll get full control that way.
I will look into these ASAP guys, sorry! Thanks for finding and reporting these bugs, too. :D
rVector worked fine under 2005. (:
I would gladly attach an image of a pig here in the spirit of OINK.
Doesn't this defeat the purpose of rSDK? I like how it's so easy to just add stuff mid-programming. But oh well, I like the idea.
Yes, well, it's still easy to want to make resources for other things. :P
Thanks Jamie, this is appreciated. This would make it possible for us to collaborate on TileFusion if you wanted (:
The first thing I'll try to put up this week is a crossextension communication...
I'd love to be a part of this. I might throw some of my older and simpler stuff up here.
The problem with "Sleep" is that it'd make the whole frame stop for the duration of the wait time.
rSDK is a great piece of code that really simplifies writing extensions. It's been a 'preview' forever now, and I've come across a few things you should keep in mind before you use it.
Onu should be vitalized. Yves has the appropriate files. I'll send him a notice and give him the latest versions tonight just in case. (:
I'm calling for a private beta testing of Sprex to reach outside anybody who is not currently in Clickteam's testing incentive. I have a private forum setup at Syntesis. I'm looking for people who...
I'm looking for beta testers outside those on the clickteam site.
A question I pose:
For the Sprite object... because the sheet is setup at runtime and the editor really has no way of knowing what sprite could be loaded, what should be shown in the frame editor...
Oliver and co.:
I can proudly inform you that alpha sheets are working (at least in the case of our friend Clyde!)
Hey there Xeno. As I'm putting together the spritesheet extension I've been working on a viable lua based engine to go with it. That is to say, it is really fun and simple to create a lua based...
I'm still confused regarding what the F and G stand for, along with +4. I have no experience with the associative array object, but I know what an associative array is.
I did understand your post and it was very valid. However, I was mentioning that you wouldn't need HWA at all for a frame that simply showed a movie, and it would get rid of any potential issues with...
Benicle > The way it is right now, the backdrops are added and stay regardless of scrolling. You can delete these backdrops using the frame object, I believe.
Hey everyone. I just saw Nobuo Uematsu in Chicago this weekend, and was a bit exhausted after each of the six hour bus rides. It was well worth the ridiculous amount of money I spent on the trip...
Basically you can load a sprite sheet and create animations out of it. For example, I'd define Direction 0 (right) from cells 0-3 (the first four cells). I could then define direction 16...
I want to get a few more core features down before then.
Another update: I just wrote a nice base engine using Lua to do all the spritesheet loading and background placing for the start of a game...
Hey guys. Just an update!
I've managed to get animated active objects working almost in their entirety. The advanced features we've discussed (color replacing) isn't in yet, but I'm making great...
The more important aspect of your situation is that HWA wouldn't be needed at all for displaying a movie. Good thought, but I'm not sure about the possibility of it.
I agree entirely with Nifflas. What's the rush in a beta? They should make it so you can't build applications without a nag screen in beta, I say! @_@
Just a quick update: Things are progressing very quickly and going well. I'll fill you in with more soon.
Can someone please describe to me the complete ramifications and concepts of each?
Does the hotspot decide where the sprite is drawn from, etc? Does the same frame used twice with a different hot...
For anyone else who needs to know, this answers the questions:
soundofjw: he has 12 bytes of information for every tile
soundofjw (6:02:25 PM): 25*10*12 = 3000
soundofjw (6:02:36 PM): the 6...
I think that's ALL Yves is doing. @_@
ID3v1 is very easy to read using the binary object. ID3v2 will be practically impossible.
OGG files have TAGS.
There is ID3v1 and ID3v2 for MP3s.
WTF, WSF files have tags.
There are also tags for WMA files.
If you had to read a block of pixels from the frame every frame and then write them back after processing them? I think that would kind of suck up CPU. :P
This effect would be huge CPU eater. You should probably wait until we see some kind of HWA SDK to request this, actually. :/
Sounds easy to implement. (:
I hope THIS makes more sense. :P
SPREX: Sprite Sheet Extension Suite
An object by Josh Whelchel (Syntesis Entertainment)
The first obstacle...
Hey Oliver, thanks for the helpful images and the great idea. This has brought another question to my mind...
It seems like you have your animations separated into different 'sheets.' How would...
Gibbon > Input sources for the Microphone object are designed based on whatever Windows is set with its "Recording Source."
Many soundcards will let you record "What you hear," others will not.
I've made the official announcement on my website: http://www.syntesis.org/node/30
Looki > That's a very useful resource, thanks.
I wanted to know if anybody had any sprite sheets I could use to start testing this extension. I'm going to need a big variety of sizes and animations etc to truly test this. @_@
MTCMusic, you can use the Wave format if you include the Advanced Sound Engineer in your application. See the first example and just note that you need to place in that engineer to get the wave...
It doesn't yet, but it's very extendable. Basically there is a class for the OnuCore which has more features than you can shake a stick at.
For those interested, it can do all these things:
You can already do most of these things with Onu.
Haha, no it doesn't. I have some ideas for it, however.
Particularly, a new type of "Effects" extension that can be stacked on top of decks (and rearranged). What could would this be?
Hey everyone! Yes, this IS a post about an extension that isn't in anyway related to Audio.
The word on the street is that everyone wants some sort of SpriteSheet support in Multimedia Fusion 2....
The Beta warning comes up so you don't release something that could potentially explode on someone else's computer. (most extreme case, of course D;)
From what I can tell this is only happening AFTER an install of MMF2HWA Beta. The question is why. Is the HWA setup replacing any of the core files of MMF2? I don't think it is, so I can't really...
I wouldn't blame things on Vista, necessarily. Clickteam just needs to make sure they are extracting their DLLs to the same directory as their programs. Temporary files get thrown into some roaming...
I absolutely love Myst, Riven, and the rest of the series. That's all :D
It could be possible, but you have to gather that the perspective is an orthometric model, so it wouldn't have a true 3D effect. It'd be kind of seeing everything as if it jutted out from the center...
Hey. I agree with what's been said. I also believe MMF2 standard is incredible bang for your buck. (:
Sphax > Why would you save and load data from a string (*barf*)
Pass a pointer instead! Better yet, make a network mechanism so extensions can talk to eachother (;
Onu 2.0. (;
Thanks Dynasoft! I'll fix that now :D
MP3 is not directly supported by Clickteam due to the patent & licensing issues it poses. You can however play OGG files and modules with MMF's internal sampling system or with Onu...
DarkKiller, that is part of the functionality of the Stop with Fade action. It took a while to decide what should happen when that happens, so I imagined the scenario in a media player where if you...
The new version of Onu fixes some minor and obscure bugs, as well as adds some more features with the Advanced Sound engineer and other things. I also hope to upload the WSF toolset soon! :)
Ah, I'm glad I waited, then. :D
I've added "Is Deck %0 Running?" to help your other situation.
If you ever change the IDs of actions, conditions, or expressions, that is a likely result. I just keep things in the same order, and don't mess with anything but adding new things or fixing old...
A voicechat thing would have to be its own extension, if you ask me. The simple nature of it is because of the way latency needs to be carefully handled among other things. :D
Okay, so for the next version I have LastDeckSoundID as I described and:
ADDED: Frequency Multipliers for deck playback
ADDED: Adv. Sound: Play w/ Freq Multiplier
FIXED: (v1.11 private...
You know, I actually never even thought of the scenario with an application that lacks the Onu Core and has an engineer. Quite silly of me.
There are 64 decks in Onu. I increased it from 16 in...
Hey, I can probably do Play Sound and add in a frequency option (adding another set of play actions, hehe).
The problem with the others is that the Advanced Sound engineer essentially just finds...
Set filetypes. Good idea. It'll be in v1.11 official. (;
Hey all, it didn't take long but Xerus found a new bug for me (;
v1.11 will fix this, but its not a major update.
If you stop a deck that isn't playing, it has its 'stopping' flag set, which will...
Thanks for the mirror! (:
That's very kind move on your part. Thanks! (:
I'll try to get it mirrored. Does http://josh.syntesis.org stutter, as well?
I think right now my server is acting funny. I'll contact my host about it, it's not just happening for you right now.
The Onu Audio object has (once again) been updated.
You should now be able to place Onu in Sub-apps, although the Onu in each separate app will not be able to...
Okay, I've fixed this for v1.05. However, sub-apps won't be able to communicate with the main application. You'll need to make Onu stop before you create the subapp in the instance of the online...
I can't recreate this bug, so could you send me a file to josh AT syntesis.org ?
I'd like to get this fixed ASAP. One other person reported it but never got back to me and I've been trying...
I agree, this would be a handy feature.
Xerus confirmed to me that going back to V247 did NOT resolve the problem. It seems like a runtime component (extension or otherwise) is replaced by HWA and messes up applications built even with the...
That download link is broken. :/
CRC is still used. It's a faster and simpler alternative to the crazier hash methods out there today. For a simple functionality, it'd be fine.
I'll look for the source, but I doubt I still have...
Where will it report said error? I have not found any such message.
byo, I imagine the one instance limitation is due to global variables. Try to keep your important structures in the RUNDATA structure. I used to do the same thing, but things become much more managed...
But hey, MechaBowser, wouldn't be too hard to implement that I don't think. I'll have a look for v1.05 (:
Yves, it's the Onu Example 2, there is a frame counter horizontal that is placed below the visualizer. It doesn't show up until I change the value, but works fine in software mode.
Nope, everything still works for me in D3D9. I made sure about the hardware mode, too. :/
I'll need to know specifics and your system specs too so I can pursue the problem
I'll have a look at this. Is it just with Onu placed normally? I had no problems running Onu 1.04 in MMF2HWA. If you have an example file I can take a peek at send it my way at josh @ syntesis.org
It's probably a DLL issue.
You don't play deck 0. There is an expression "Get Winamp Deck ID" that you need to use. There are help files explaining this. (:
I wouldn't worry if it's fixed in beta 1g, 1m, 2z, or whatever. You shouldn't use it until it's no longer a beta. (: (just throwing it out there)
As far as I know, it should be free to do. You're not obligated for anything to me, but make sure you check the license that comes with the winamp plugin you download (make sure that you can...
As I'm editing pixel shaders, it's very annoying to refresh them. Say I have an active object with my pixel shader on it, I'd like to have some way to reload the pixel shader (say if I'm...
The Engineer SDK is written in C++, correct. It's based on rSDK.
You need to unzip it in the MMF2SDK folder with Inc and Lib subfolders.
What did you have in mind? (Just curious)
Use this extension. You can load your music into a 'deck' (playback channel) and do "Stop with Fadeout." Likewise, you can do Play with Fadein.
The new version includes...
I have a horizontal counter in D3D 9 mode. It doesn't show its initial value correctly. The vertical implementation is fine.
Also, it looks like Onu works great. (:
The engineer SDK is now at the same link. Plug away.
PS, yes I know it's been a lot of releases. It was journey for the bug fixes and features. It'll be a while before anything new springs up...
Version 1.04 includes two NEW extensions that allow for playback of Wave files, as well as a sound-effect-esque environment. (Ability to add sounds to a cache and play them...
Here is the changelog. v1.04 is a big update coming soon, with the Advanced Sound player and Wave support, among other things.
FIXED: Seek to position...
That's pretty cool. You've given me an idea for an extension you might very much like to use. An Extension interface extension (how goofy sounding is that XD)
I'll have a look into creating it and...
Ps, I'd agree with Sphax, the Expression Editor will indeed act funny if there isn't a $ in some cases.
Dines, there is a way. (What's your application, anyway?)
Call the extensions "GetExpressionInfos"
Use the structure returned to test for EXPFLAG_STRING.
Sorry about this quick update so shortly after another, but I just hate seeing any bugs whatsoever in the things I produce. I usually wait with minor bug fixes to...
I've found the bug and fixed it. I consider it a major bug, so I'll release the update ASAP.
It seems when I reprogrammed the Visualization Cache, it passed all my unit tests, but reimplementing...
Whoa, I do not know how that bug cropped up. It seems like it was working in the betas and something I did in RC2 messed it up. I'll fix it right away! :O
@Popcorn: It might not be a game (:
Is there a way we can use our own mox to test our vitalize extensions before we submit to Yves?
From the looks of it it will return the color of the active object at the given pixel coordinates x, y.
Fixes some minor bugs and adds a condition "Is Deck Stopping/Fading Out"
I'm confirming Onu's Vitalized status. Should be coming real real soon (:
I'm thinking it has something to do with how you're interpreting the drawing coordinates when you draw your object. Have another look (:
I can definitely have a look at this if you can send me some example files to recreate the problem. I can't seem to recreate it myself.
I would imagine you mean if your video card is even capable of running something like Q3A you'll be okay. :P
I'm really not sure about any obvious limitations in the IT format that would affect Onu.
However, if you're using any features that ModPlug created for the format, they probably will not...
// This would be an inline comment giggity
+10 Jesse. +10.
OpenGL 2.0 is no different in usage than OpenGL 1.1. If you support one, you support the other. The only difference is availability of the features in OpenGL 2.0.
I am confirming that this...
Yves, that was simply great product development support on your part. Thanks!
Coming soon (:
Another demo. This should work no problems (:
EDIT: I just became aware of the apparent memory issue here. Looking at it now (;
EDITEDIT: Fixed and reuploaded.
This problem has been fixed! Thanks to MechaBowser and neat_kliker2.
This object should be out... SOON. (I don't mean soon as in a while, I mean SOON soon).
A vitalized version and an SDK...
Thanks! I'm glad you liked it. The problem seems to stick out on older PCs that don't have hardware sound acceleration. (Windows Vista doesn't technically have this in DSound, but it works in vista...
Hey guys. I've put together a small runtime application to hopefully find and kill the LAST of the bigger bugs in Onu.
It has to do with different sound cards and their directsound implementation....
That's not good at all. :P
If anyone can tell me why the SDK has a different layout for GetExpressionTitle, thanks! :P
void WINAPI DLLExport GetConditionTitle(mv _far *mV,...
In Vista, modules seem to eat the CPU. I think this is streaming music in general. It's Vista's Audiodg process that starts eating things up. My guess is how you're using the audio buffer.
Maybe Jam could port this to an Onu engineer (:
Rudimentary beat detection would certainly be possible. Just have a threshold sort of thing on those lower FFT values. (This of course would really only work if there was a steady bass/kickdrum).
Simply, in HandleRunObject (in CreateRunObject or StartFrame, these will NOT work) I have this occuring.
nObj = rdPtr->rHo.hoAdRunHeader->rhNObjects;
for (int i=0;i<nObj;i++)...
Thanks for holding on to it!
I could convert the extension to MMF2 if you sent it to josh AT syntesis dot org
When I finish my latest project I'll see about making a proper OpenGL...
People used my random code?!
I made that extension. It was for CNC originally. Good old days :O
I don't know that I have the source anymore, but I'll look around.
Just pointing out that the MMF2SDK on the main website is not this one. :P
Hey guys, I figured this out. Thanks, though :P
I was wondering if there was a way for my extension to communicate with another extension of mine by enumerating through the list of objects added in a frame and testing identifiers, or similar...
That was a mouthful?
http://www.syntesis.org/mfxdoc/index.html <-- The new look!
MfxDoc & MfxGen (both included) are tools for automatically generating HTML...
The new version v0.05 is up here:
It's got some bug fixes and one hell of a much prettier template. See the included MfxDoc.chm (:
It outputs HTML always and CHM optionally. (;
It was a bug fix. I've just finished making a much easier to look at default template, however. That'll be included in the next release. (Probably at the end of the day, I just put up v0.04 because I...
I just released MfxDoc v0.04 and MfxGen v0.03.
Simply, this let's users create documentation for their extensions very quickly. Top it off with HTML Help Creator and you've got instant...
That might be a good plan. The ASO object right now has support for software effects (or hardware ones you can put on a sample buffer, I guess) through an Open-source plugin architecture.
I did a little more research on this subject. I've been using a creative soundcard (Audigy) for a long time, and it looks like EAX isn't traditionally supported in Windows Vista under Directsound.
This sounds like just the thing to top off the ASO (as mentioned already). I'll see about throwing it in there and looking at an Xmas release (or sooner, if I can find time).
Corlen > That is something I've implemented in the TSE2 music extension, and I plan on bringing over to Onu shortly :D
You make NSF files? That's neat.
Anyway, there is an extension in development that can use winamp plugins to play music, so you can go from there. (:
I still have the source to that extension, I think. If I find it, I'll put it up. (:
In batch mode? I'm sure it would be possible to just write a batch file to call MfxGen and MfxDoc. Just look at the documents. (:
My thought is that for some objects that you create, you need access to it in some form to edit the properties and settings for it. Without its presence in the Frame Editor, you can't do that.
I've posted this in the general forum, but I think it'll get more appropriate eyes here.
Basically, generate documentation for your extensions quickly.
And it is...
Something like that isn't gonna show up for a while, so I really do need to wash my brain out XD
Hey, I'm back again (:
Well, neither really. I've used both briefly, but in reality Buzz and Reason mock an actual sound setup. As a composer, it's what I'm used to, and that's what led to this setup. (:
Yes, I'll be creating SDK templates. You can create engineers, visualizations, and anything you can think of that can use these interfaces.
I'm currently developing an advanced sound object, similar to ModFusion eX 3. Unfortunately, ModFusion had more than its fair share of bugs, crashes, etc. etc. Although most of these have...
I have already started this project, and it will be released shortly. Keep your eyes open in the Extension Development forum for a beta thread I'll be posting today.
Thanks, I'll be starting a beta test thread on the forum shortly.
aidmm > That feature would be VERY easily added to the current architecture. (You could technically do any visulization available on it, actually)
I'll be doing BETAs soon.
Hey, thanks very much! I've been tampering with it for hours thinking there was no hope.
I've decided to include this in the package with my extension. I'll be asking for beta testers soon, so keep posted. Any specific features or requests?
I'll be focusing on viewing, not editing....
My visualization extension, when given various movements, will save itself to the background (corners only, usually) on a collision. I'm using OEPREFS_SPRITE and BACKSAVE, BACKEFFECT, etc, much like...
Oh, if you want to do it yourself, you'll need to get past the wave header, and depending on the number of channels and bit rate (sample rate doesn't matter for this kind of visualization), you can...
This is an interesting idea to include in my plugin. It's incorrect to call it a winamp plugin, as that's just a side feature.
I'll think about coming up with a way to allow the...
erm, thanks (; I try.
The cable concept is similar to Reason, and if I could make a cool bouncy cable effect behind the plugins that'd be really neat. Haha.
I may be able to start work on this in about two weeks. I'll talk to Jeff about it.
To put simply, the extension is more of a suite of extensions that work together.
There is a main plugin, which you feed other components into. These other components are "engineers" of sorts,...
Does Acrobat have some sort of API, or would this just be implemented using ActiveX?
If you're interested in beta testing, let me know. (:
The expressions is one thing I'm looking into, it's quite unusual, because of the way the extensions send information back.
Parameter types is supported in MfxDoc, now it's just a matter of...
This is already in development.
Did you try the new file I've uploaded?
Unforunately, I've found a new bug. I'm working on it presently.
Hey, I found the source of the problem, and am fixing.
That is definitely the problem. Try running MfxGen from the command prompt like so:
It seems like MfxGen isn't even starting, so I'm expecting it to be a DLL missing or...
It IS possible that MfxGen is crashing or behaving otherwise maliciously. I'll be adding a verbose feature soon that can spit out more information so we can find out what's happening.
I am currently working on something that will help you do exactly this. It not associated with ModFusion, and is decades more stable. It will support several file types (through seperate plugins you...
Haha, I don't want any flles. I'm curious to know what the box that pops up in MfxDocWizard says. Can you copy and paste the text?
Can you show me the output of MfxGen, and how you're running it?
Well, for a detailed explanation.
MfxDocWizard simply runs MfxDoc and then MfxGen, and then the HTMLHelp program.
MfxDoc takes an extension and generates several text files, which aren't...
I use Vista release version now, with no problem. I didn't experience these problems when using MMF2 or installing any extensions. (I may have done this after this post.)
Which program are you running, and what is the output?
Are you using mfxdoc and not mfxdocwizard?
If you're using mfxdoc, you need to also use mfxgen.
Then, check docs\yourext.mfx\out for the "htm" folder and the ext.hhp project that you can open...
Oh, and if you have HTML Help Workshop, it'll generate CHM files. (:
It's been ages since I've been around here! :3
Anyway, I quickly did a Mfx help generator similar to CoxDoc (I did this ages ago). I haven't tested it on anything other than MFX files, but...