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c:\temp\Lighting Pack 1.3\SynapseGaming\contentPacks\LightingPack\engine\gui\guiAviBitmapCtrl.h(49): error C2146: syntax error : missing ';' before identifier 'mWavHandle' I can't figure out what's wrong. Any help is apreciated. Marrion Cox Edited on Dec 15, 2004 16:01 GMT
Try changing the line 26 from #include "audio/audio.h" to #include "audio/oldaudio.h", I've not included it since the control is disabled in the HEAD version I think. Maybe you'll need to fix these "mIs3d", "mVolume" and "mIsLoopiong" to "is3d", "volume" and "isLooping" only. Remove the m prexif in all the AudioDescription members. Edited on Dec 15, 2004 12:46 GMT
I am now down to 13: Anything else I need to change? Thanks again for your help Marcelo, Marrion Cox Edited on Dec 15, 2004 16:01 GMT
Torque Demo error LNK2019: unresolved external symbol "unsigned int __cdecl alxCreateSource(struct Audio::Description const *,char const *,class MatrixF const *,class AudioSampleEnvironment *)" (?alxCreateSource@@YAIPBUDescription@Audio@@PBDPBVMatrixF@@PAVAudioSampleEnvironment@@@Z) referenced in function "protected: bool __thiscall GuiAviBitmapCtrl::sndOpen(void)" (?sndOpen@GuiAviBitmapCtrl@@IAE_NXZ) Torque Demo error LNK2019: unresolved external symbol "unsigned int __cdecl alxCreateSource(class AudioProfile const *,class MatrixF const *)" (?alxCreateSource@@YAIPBVAudioProfile@@PBVMatrixF@@@Z) referenced in function "public: virtual void __thiscall GuiIconCtrl::onMouseDown(struct GuiEvent const &)" (?onMouseDown@GuiIconCtrl@@UAEXABUGuiEvent@@@Z) Torque Demo error LNK2019: unresolved external symbol _ov_time_total referenced in function "public: virtual bool __thiscall VorbisStream::attachStream(class Stream *)" (?attachStream@VorbisStream@@UAE_NPAVStream@@@Z) Torque Demo error LNK2019: unresolved external symbol _ov_pcm_total referenced in function "public: virtual bool __thiscall VorbisStream::attachStream(class Stream *)" (?attachStream@VorbisStream@@UAE_NPAVStream@@@Z) Torque Demo error LNK2019: unresolved external symbol _ov_info referenced in function "public: virtual bool __thiscall VorbisStream::attachStream(class Stream *)" (?attachStream@VorbisStream@@UAE_NPAVStream@@@Z) Torque Demo error LNK2019: unresolved external symbol _ov_open_callbacks referenced in function "public: virtual bool __thiscall VorbisStream::attachStream(class Stream *)" (?attachStream@VorbisStream@@UAE_NPAVStream@@@Z) Torque Demo error LNK2019: unresolved external symbol _ov_clear referenced in function "public: virtual void __thiscall VorbisStream::detachStream(void)" (?detachStream@VorbisStream@@UAEXXZ) Torque Demo error LNK2019: unresolved external symbol _ov_pcm_tell referenced in function "public: virtual unsigned int __thiscall VorbisStream::getPosition(void)const " (?getPosition@VorbisStream@@UBEIXZ) Torque Demo error LNK2019: unresolved external symbol _ov_pcm_seek referenced in function "public: virtual bool __thiscall VorbisStream::setPosition(unsigned int)" (?setPosition@VorbisStream@@UAE_NI@Z) Torque Demo error LNK2019: unresolved external symbol _ov_time_tell referenced in function "public: virtual float __thiscall VorbisStream::getTime(void)" (?getTime@VorbisStream@@UAEMXZ) Torque Demo error LNK2019: unresolved external symbol _ov_time_seek referenced in function "public: virtual bool __thiscall VorbisStream::setTime(float)" (?setTime@VorbisStream@@UAE_NM@Z) Torque Demo error LNK2019: unresolved external symbol _ov_read referenced in function "protected: virtual bool __thiscall VorbisStream::_read(unsigned int,void *)" (?_read@VorbisStream@@MAE_NIPAX@Z) Torque Demo fatal error LNK1120: 12 unresolved externals I think that Audio in oldAudio.h does not contain the same things as platformAudio. I am not a C++ programmer by trade, so I don't know for sure why this does not work. Any help is apreciated. Marrion Cox
Marrion After changing the lib files in links and disabling a couple of things in my guiIconCtrl it now compiles just fine. Thanks again, Marrion Edited on Dec 15, 2004 16:03 GMT
Did you followed the install instructions? Seems that it's not linking the ogg libraries. If so, try a rebuild all. Also, I don't have this GuiIconCtrl class here, but I think that the problems is the same, change to oldaudio.h. Please edit your posts to clean the space, if there's still any building errors please send it to marcelo@greenlandstudios.com
Probably not, since if you read it carefuly he has said that this is part of a larger project he is doing for GG. This is not cross-platform and he is redoing the whole thing to use OpenAl or DirectSound3D natively.
Mono, 44100Hz, 16-Bit, OGG Is this correct? I noticed that the stocl TGE audio files are 22050. Is the pitch of my audio files changing because of this? Mabie some of my code is wrong? I tried changing my ogg files into wav but they are doing the same thing. Update: The pitch only changes while I am moving; when I stop the pitch goes back to normal. Is there any way to fix this? Update: Doppler is in: C:\temp\Lighting Pack 1.3\SynapseGaming\contentPacks\LightingPack\engine\audio\audio.cc(161): alDopplerFactor(0); C:\temp\Lighting Pack 1.3\SynapseGaming\contentPacks\LightingPack\engine\audio\audio.cc(163): //alDopplerFactor(0); C:\temp\Lighting Pack 1.3\SynapseGaming\contentPacks\LightingPack\engine\audio\audio.cc(164): //alDopplerVelocity(1); but alDopplerFactor is not defined anywhere. That's the only doppler in Torque. What do I change to disable it? Thanks for your help, Marrion Edited on Dec 16, 2004 12:30 GMT
I have integrated your resource and it works fine for me except for interiors. I have a wind sound effect that loops continuously while the player is outside. When the player goes into any interior the wind sound effect keeps playing. Before the upgrade the effect always dropped off when ever you enter an interior. Any ideas??? I'll start digging into this and post what I find. I was just curious if you have encountered this yourself. Thanks
David: audioFunctions.cc is there because I forgot to delete it. :) Marrion: This should be the doppler effect, you can disable it or attenuate it, search your .cc files for doppler. Jackie: I dropped ambientAudioManager.cc due to compatibility vs. time problems, but you can reintegrate it.
I have a problem When i use ogg files it works really good but when i use the wave files all my sounds , sounds like a humblebee or something. And it doesnt matter if it is a emitter or player sound. Tried differnt OpenAl.dll but it didnt help. Any hints ? Used test version SDK 1.3 , Soundcards Sblive. Edited on Dec 16, 2004 13:19 GMT
That's really strange, since both the wav and ogg files are filtered to raw PCM stream before being played on OpenAL, these errors happens when you run torquedemo? That's why we decided to move on to a multiple API support, unfortunately OpenAL seem to be very buggy at the moment, at least at windows platform.
I use SDK 1.3 starter.fps and the only thing added is this patch. I moved some of my working wave files from my game , converted them to all kind of wave formats and get the beep sound on all emitters. Strange thing. Edited on Dec 16, 2004 20:37 GMT
I too am in the same boat with time. I will try and address my issues later. I do like your updates though. I have gone back to my original audio design. I have everything working fine using it like directional audio, looping audio, full EAX support....etc..... When I get some more time I'll get back on this. This is a good resource! Thanks....
Have you tried this? "If you have problems on windows XP please download the default latest openal here and put in your game directory, also you will need to delete your original OpenAL32.dll from System32 directory so the game can run the supplied one." Because the only problem I was having was fixed in this dll version. @Jackie: I was developing EAX support too, but I've stopped it to work on the new interface. :)
Thanks....
Steve
Also how do i merge the files?
Thanks for all your hard work.
i have read lots of docs on this but still am confused
(from John Kabus) -Download GNU utilities for Win32 from here: unxutils.sourceforge.net -Unzip GNU Win32 onto your hard drive. -Copy the newaudio.patch file into your Torque Folder. -Open the command prompt navigate to the ´torque´ folder. -Enter the command ´<the path to GNU Win32>\patch.exe -p0 --binary < newaudio.patch´ and hit enter. This is how I did it and it works great. Thanks John Kabus, Marrion Cox Edited on Dec 22, 2004 11:03 GMT
Stevie
--------------------Configuration: Torque Demo - Win32 Release-------------------- Compiling... guiAviBitmapCtrl.cc Linking... projectile.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) shapeBase.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) shapeImage.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) hoverVehicle.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) vehicle.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) wheeledVehicle.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) player.obj : error LNK2001: unresolved external symbol "void __cdecl alxSourceMatrixF(unsigned int,class MatrixF const *,class Point3F const *)" (?alxSourceMatrixF@@YAXIPBVMatrixF@@PBVPoint3F@@@Z) game.obj : error LNK2001: unresolved external symbol "void __cdecl alxListenerMatrixF(class MatrixF const *,class Point3F const *)" (?alxListenerMatrixF@@YAXPBVMatrixF@@PBVPoint3F@@@Z) main.obj : error LNK2001: unresolved external symbol "public: static void __cdecl ALManager::create(void)" (?create@ALManager@@SAXXZ) main.obj : error LNK2001: unresolved external symbol "class ResourceInstance * __cdecl constructVorbis(class Stream &)" (?constructVorbis@@YAPAVResourceInstance@@AAVStream@@@Z) main.obj : error LNK2001: unresolved external symbol "class ResourceInstance * __cdecl constructWave(class Stream &)" (?constructWave@@YAPAVResourceInstance@@AAVStream@@@Z) main.obj : error LNK2001: unresolved external symbol "public: static void __cdecl ALManager::destroy(void)" (?destroy@ALManager@@SAXXZ) guiButtonBaseCtrl.obj : error LNK2001: unresolved external symbol "unsigned int __cdecl alxCreateSource(class AudioProfile const *,class MatrixF const *,class Point3F const *)" (?alxCreateSource@@YAIPBVAudioProfile@@PBVMatrixF@@PBVPoint3F@@@Z) guiMLTextCtrl.obj : error LNK2001: unresolved external symbol "unsigned int __cdecl alxCreateSource(class AudioProfile const *,class MatrixF const *,class Point3F const *)" (?alxCreateSource@@YAIPBVAudioProfile@@PBVMatrixF@@PBVPoint3F@@@Z) guiTextEditCtrl.obj : error LNK2001: unresolved external symbol "unsigned int __cdecl alxCreateSource(class AudioProfile const *,class MatrixF const *,class Point3F const *)" (?alxCreateSource@@YAIPBVAudioProfile@@PBVMatrixF@@PBVPoint3F@@@Z) ../example/synapseGaming.exe : fatal error LNK1120: 7 unresolved externals Error executing link.exe. Wha am i doing wrong? anyone please?
I had a similiar problem as you and this is what I did to correct it: 1) in reference to "Remove all the engine\audio files from project and add only the files included in this packet", I had to also remove these files from the build: audioStreamSourceFactory.cc, vorbisStreamSource.cc, and wavStreamSource.cc And be sure to include any source files that came with the .zip file. 2) change the include lib from 'vorbis_static_mt.lib' to 'vorbisfile_static.lib' 3) clean and rebuild it. I hope that helps. Edited on Dec 23, 2004 21:16 GMT
Add lib\vorbis\win32\ogg_static.lib and lib\vorbis\win32\vorbisfile_static.lib to your project linker As i am a new C++ user can someone please explain how i do this. Also when it says unzip the contents into the torque directory. Does this mean the root directory? or a specific folder? Steve
I am still trying to compile this - i am now down to 4 errors as follows: audioDataBlock.cc audioFunctions.cc audioStreamSourceFactory.cc fatal error C1083: Cannot open source file: 'C:\TGE NOW WORKS\contentPacks\LightingPack\engine\audio\audioStreamSourceFactory.cc': No such file or directory vorbisStream.cc vorbisStreamSource.cc fatal error C1083: Cannot open source file: 'C:\TGE NOW WORKS\contentPacks\LightingPack\engine\audio\vorbisStreamSource.cc': No such file or directory wavStreamSource.cc fatal error C1083: Cannot open source file: 'C:\TGE NOW WORKS\contentPacks\LightingPack\engine\audio\wavStreamSource.cc': No such file or directory sgLightManager.cc sgLightMap.cc sgNewMethods.cc sgSceneLighting.cc sgTSStatic.cc sgUniversalStaticLight.cc Error executing cl.exe. synapseGaming.exe - 4 error(s), 0 warning(s) Anyone help please?
audioStreamSourceFactory.cc, vorbisStreamSource.cc, and wavStreamSource.cc
if i remove the above u mentioned, i get 71 errors!! If remove what u said, except audiostreamsourcefactory.cc i get just 1 error as follows: Build : warning : failed to (or don't know how to) build 'C:\TGE NOW WORKS\contentPacks\LightingPack\engine\audio\audioStreamSourceFactory.cc' Compiling... audioStreamSourceFactory.cc fatal error C1083: Cannot open source file: 'C:\TGE NOW WORKS\contentPacks\LightingPack\engine\audio\audioStreamSourceFactory.cc': No such file or directory Error executing cl.exe. synapseGaming.exe - 1 error(s), 1 warning(s)
i am gonna start afresh now - and see what i come up with. How come this doesnt all work correctly from the patch? i did exactly what John said above Steve
This will take some work on your end but the errors are provided in the compile output window, so you should be able to go directly to where the errors are and make appropriate changes.
If it's possible, can you also explain any of the particulars of why XP has its own apparently unique difficulties? Thanks Edited on Jan 02, 2005 22:21 GMT
The patch was to the HEAD version only, but looking at the last error you posted, you should remove audioStreamSourceFactory.cc and audioStreamSourceFactory.h from your project and also remove the reference to the .h, I believe that it's in main.cc, search in files for the #include @Keith, No, but seems that this leak disappeared at all, the one big difference is that I'm using the vorbisfile library instead of the engine "hacked" one, this way we can easily keep up-to-date with the latest version of the ogg code. @Dave, Mainly there are two bugs with XP: The first one only happens under a stress test condition when you play a lot of sounds together makes the game crashes (on openal32.dll thread) on some machines, but it doesn't happen with the latest openal dll (supplied in the resource link) The second one is still reproductible in this version I think, try to modify the alDopplerFactor from something like 0.1 and all the sounds (even the "2d" ones) get screwed up. Also, by using the debug version of the openaldll it reports aways two or three "unfreed" sound buffers on application exit, but I put Con::Printf() in all the buffer generation and delete functions and found that I was correctly deleting all the buffers, so I suppose that it also is a openal problem. Unfortunately openal seems to be very bugged in the Windows at least, that's why we decided to also include DirectSound support.
Quote: you might want to check for alGetError before and after your call to alDeleteBuffers it might be that there is an error deleting it, for instance if the source is playing it or if it is queued to be played. I ran into this with the 1.3 audio system. see discussion here
------------ Fatal: (G:\STUFF\Software\Torque_PC\engine\audio\oldaudio.cc@64) alxCreateSource, using non-null handle -------------
Yes, I've done it when testing, but I'll re-check it again soon. @Dave, That's strange since it's a very simple stack management, this assert never appeared here, can you check if it's correctly doing garbage collecting on alxUpdate() ?
Thanks for the useful resource. I am having some trouble in the build with regard to the building Precipitation.cc and PathedInterior.cc and their AUDIOHANDLE mAudioHandle. These objects are referenced/created within the oldaudio.cc file (after the upgrade) How can these be accessed to build successfully (does this need re-direction?) Also, error on Audio::bindEAX - declared as not a member of audio , can this be explained?? Thanks, Craig
-Joe
I get the following error in player.cc, shapeBase.cc and pathedInterior.cc: c:\Work\rats\engine\game\player.cpp(562) : error C2027: use of undefined type 'AudioP The code looks like this: for ( i = 0; i < MaxSounds; i++) AudioProfile is just defined like this: class AudioProfile; That's basically it. Any clues what I did wrong? UPDATE: Instead of whining I could've just included... #include "audio/audioDataBlock.h" ...to make the error go away. Duh. Edited on Feb 25, 2005 21:29 GMT
I do have one rather large problem though and wondered if anyone else has come across it (or a fix). I have a fairly simple mission that I run specifically for testing new things. With the new audio change (the only change being the exe and dll) no one can join a hosted game. They immediately get an invalid packet error. If I swap the exe and openal.dll for the original one with no other changes then server games are fine which leads me to believe that there is a problem somewhere with the audio changes and networking. There are no problems with solo play or a hosted server (except being on your own!), just when someone tries to join a hosted server. The same thing happens if someone else runs a server - I get an immediate invalid packet error while they run around on their own. It will be a great shame to lose the upgraded sound :(
It looks like a missing wav (or ogg) file referenced at one datablock, does anything appears on client's console?
I am a bit of a newbie to this, what is the HEAD resource you discuss in the instructions/comments?? (is this the downloaded SDK from GG??) Also, how does one apply the patch to this head. I am using Visual Studio 7.1 Thanks...Craig Edited on Mar 01, 2005 01:13 GMT
Nothing shows in the client console about missing files (which is what I usually look for with problems like that) but I will make a thorough check to make sure.
Where do i find the project linker in VC++ 6 and how do i use it? cheers
Craig
I have been using the same test level for a couple of months now and the new audio was the first time it refused to join a client but its fixed and the sound is much better. I have noticed vastly different performance with different sound cards though - for example, on an Audigy 2 card, most sounds play regardless of distance (i.e you hear things you are not supposed to hear if the max distance was being applied correctly) but they do play with a time delay directly in relation to the distance of the sound from the observer which gives a very physically correct impression. Its also a good cheat as you can hear what other players are doing (weapon selection, footsteps etc) when they are too far away to hear you :) One other point - the openal.dll referred to above does not work on some win2k/SB Live card combinations. The latest openal.dll from creatives dev site (released Feb 05) works perfectly though.
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