Author Topic: Oldskool Musaxxs Engine for FB  (Read 12225 times)

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Offline DrewPee

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Re: Oldskool Musaxxs Engine for FB
« Reply #20 on: June 17, 2007 »
Slippy,
Cool lib - been waiting for something like this . . . I have a tonne (of old skool tunes from all formats including the speccy!!!)
If your lib could also play SID tunes now that would be something!
Have some karma+

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Re: Oldskool Musaxxs Engine for FB
« Reply #21 on: June 20, 2007 »
that is BRILLIANT!
nice one, have some karma! :goodpost:
[sheep]: im sure he wants to goto prison.. they didnt get him last time.. he was promised a big cock up his arse.. and no doubt looking forward to it.. lets hope he gets his wish this year.

Offline Shockwave

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Re: Oldskool Musaxxs Engine for FB
« Reply #22 on: June 21, 2007 »
It really is Brilliant. I am going to use it soon :)

All it needs to be perfect is to be smaller but I am not sure if that is possible.
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Offline slippy

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Re: Oldskool Musaxxs Engine for FB
« Reply #23 on: June 21, 2007 »
Dudes,

thanks again for your support ... it definately keeps me motivated to work on it :)

Currently I'm setting up a project page on my blog for it where you may find all new versions and source code (yes, it'll be available) as well as samples ...

... and soon I'll release a new version which will be a bit more comfortable regarding the supported oldskool-music-formats ...

Size DOES matter for me as well ... my current lib compiles (under C++ and packed with Kkrunchy afterwards) to somewhat less than 40kb ...

Let's see if I can tweak another few kilobytes ... :)

I'll keep you informed about any news on this !!! ^^

Cheers,
SLiPPY

Offline Shockwave

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Re: Oldskool Musaxxs Engine for FB
« Reply #24 on: June 24, 2007 »
How would I go about using this in devc++ ?
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Offline Shockwave

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Re: Oldskool Musaxxs Engine for FB
« Reply #25 on: June 24, 2007 »
I mean, I need a .h and a .lib file right?
And if so, how can I get hold of them? :) Pretty please!
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Offline slippy

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Re: Oldskool Musaxxs Engine for FB
« Reply #26 on: June 24, 2007 »
Hey Shocky ...

really easy going around with it ...

check this one here :)

let's call it "osme-funcs.h" or such ... (it's from my current source-package)
Code: [Select]
/*
 *                      OldSkoolMusaxxsEngine - API
 *      Copyright (C) 2007 SLiPPY/VeCTRONiX! <slippy@vectronixhq.de>
 *
 *  This program is free software; you can redistribute it and/or modify it
 *  under the terms of the GNU General Public License as published by the
 *  Free Software Foundation; either version 2 of the License, or (at your
 *  option) any later version.
 *
 *  This program is distributed in the hope that it will be useful, but
 *  WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 *  General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along
 *  with this program; if not, write to the Free Software Foundation, Inc.,
 *  59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 *
 */
#ifndef _OSME_FUNCS_H_
#define _OSME_FUNCS_H_

#define OSME_SUCCESS 0;
#define OSME_FILE_ERROR -1001;
#define OSME_FILE_READ_ERROR -1002;
#define OSME_FILE_MEMORY_ERROR -1003;
#define OSME_FILE_NOT_FOUND_ERROR -1004;

#define OSME_UNKNOWN_REPLAYER -2001;

#define OSME_INITIALIZATION_ERROR -3001;
#define OSME_SOUNDSUBSYSTEM_ERROR -3002;
#define OSME_DISK_VALIDATION_FAILED -3003;

#define OSME_USER_ERROR -4000;

#ifdef IS_DLL
#define EXPORT_DECL extern "C" __declspec(dllexport)
#else
#define EXPORT_DECL extern "C"
#endif

#ifdef USE_DLL
#undef EXPORT_DECL
#define EXPORT_DECL extern "C" __declspec(dllimport)
#endif

EXPORT_DECL typedef struct {
  char title[80]; /**< Disk or track title.                */
  char author[60]; /**< Author name.                        */
  char composer[60]; /**< Composer name.                      */
  char replay[40]; /**< Replay name.                        */
  char hwname[20]; /**< Hardware description.               */
  unsigned int time_ms; /**< Duration in ms.                    */
  unsigned int rate; /**< Replay rate.                       */
  unsigned int addr; /**< Load address.                      */
  unsigned int channels; /**< Channels for VU   */
  unsigned int max_vu; /**< max. amount of volume per channel  */
} osme_music_info_t;


EXPORT_DECL int playOSMEMusicMem(void *pMusic, unsigned int length, int trackId);
EXPORT_DECL int playOSMEMusicFile(const char * filename, int trackId);

EXPORT_DECL void stopOSMEMusic();
EXPORT_DECL void pauseOSMEMusic();
EXPORT_DECL void resumeOSMEMusic();
EXPORT_DECL unsigned char getOSMEChannelVU(int i);
EXPORT_DECL void setQualityFilter(bool onoff);
EXPORT_DECL int getProcResult();
EXPORT_DECL void setOSMEVolume(int vol);
EXPORT_DECL void fadeOutOSMEVolume(int fadeOutTimeMS);
EXPORT_DECL osme_music_info_t getOSMEMusicInfo();

#endif

and the lib you already have ... it's the same one used for the FreeBasic stuff ...


Offline Shockwave

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Re: Oldskool Musaxxs Engine for FB
« Reply #27 on: June 24, 2007 »
Thanks mate :)

K++
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Offline Shockwave

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Re: Oldskool Musaxxs Engine for FB
« Reply #28 on: June 24, 2007 »
I know I am probably pushing my luck here, but is there any chance of a quick example of getting this working with devc please?
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Offline slippy

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Re: Oldskool Musaxxs Engine for FB
« Reply #29 on: June 24, 2007 »
Hey,

here's a little DevCPP project using the engine ... hope this might help mate :)

Ahh ... you'll need DX SDK9 by hand ... pretty sure you already have it installed, eh?
and perhaps you need to change the paths within the project settings ^^

Cheers,
SLiPPY

Offline Shockwave

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Re: Oldskool Musaxxs Engine for FB
« Reply #30 on: June 24, 2007 »
Perfect :)

Your efforts are really well appreciated, more than you know!
Both I and Alpha One thank you :D

Have some more Karma.
Shockwave ^ Codigos
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