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Anyone wanna try the modplayer proto ?
#11
Blitz, does this mean that when you play mods, you will require at least 4 voices for each?
earn.
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#12
1-64 voices is needed depending on how many channels the mod has. What's the big deal? Smile
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#13
How will you know per mod file? Or should you just open 64 voices per mod file in any case, to be safe?
earn.
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#14
Huh?
All you do is

sndModNew mymod
sndModPlay mymod

That's it, you don't have to know anything
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#15
OMFG you are the king dude. I swear to god. Make sure you add pause and resume funcs Wink
earn.
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#16
Blitz: Can I add this sound module to any LIB that I'm using? I'll prolly use it in the game I'm making. ;*)
y smiley is 24 bit.
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#17
Rel: It comes with a lib builder. Just build only the sound module and LINK it with rellib. (runs before someone tells him just how assuming and incorrect he is)
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
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#18
Well, you could but you'd have to change a few things in the source. It uses UGLs memAlloc, memFree, emsAlloc, emsMap, emsSave, emsRestore, emsFree, uarOpen, uarRead, uarClose, uarSeek. So you'd have to change those to some other routines. But other then that it's no problem. Of course, we'd prefer if people used our lib with it. Smile
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#19
Quote:Well, you could but you'd have to change a few things in the source. It uses UGLs memAlloc, memFree, emsAlloc, emsMap, emsSave, emsRestore, emsFree, uarOpen, uarRead, uarClose, uarSeek. So you'd have to change those to some other routines. But other then that it's no problem. Of course, we'd prefer if people used our lib with it. Smile

Contacts interpol...... Can't you make just a LIB with the sound module?
y smiley is 24 bit.
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#20
Nope, even if i could i wouldn't want to
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