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Mail Archives: djgpp/1998/05/11/09:09:07

Date: Mon, 11 May 1998 15:03:59 +0200 (CEST)
From: Archee/CoNTRACT <01dsolt AT vpg DOT hu>
To: Shadow Seeker <werewolf AT stad DOT dsl DOT nl>
cc: djgpp AT delorie DOT com
Subject: Re: sound
In-Reply-To: <012a01bd7c64$203d3d20$bd3ca182@willow.akira.tudelft.nl>
Message-ID: <Pine.LNX.3.96.980511145624.454B-100000@Vpg16.vpg.hu>
MIME-Version: 1.0

hi !

On Sun, 10 May 1998, Shadow Seeker wrote:

> >>   How do you mean? Like wouldn't 2 buffers be enough? You can't work too
> >> much ahead or you will get lag in sounds. Half a second lag is too much.
> If
> >> you have 32 buffers, you would only work one ahead, and the others would
> be
> >> idle. That's waste of memory.
> >You should do this, because it will make better sound quality, if you use
> >autoinit DMA. Autoinit DMA is not safe, if you dont use a whool page.
> 
>   I don't understand that, why not? Sure, all of it on the same page, but a
> whole page?

You need a whole page for AUTOINIT DMA. Because when the transfer ended
it does an IRQ. But the another transfer starts at the moment at the same 
offset. If you try to modify the OFFSET at the moment, it will play
some bytes before you can modify, because it is slow.

You only need a whole page, when you use AUTOINIT DMA for better sound.

> 
> >>   But can you tell me how to adress the second half of a dosbuffer which
> >> dpmi has assigned?
> >>   Just add 2048 to the adress?
> >You have to allocate 4Kb in ONE page. So you have to add 2048 to the
> >offset.
>   I have an autoinit running now, can't get it in 16 bit mode though. Should
> I half the buffer size that I pass on to the soundblaster? Or should I
> perhaps use a 2nd dma transfer? Also, my source still seems to click. It
> could be anything, but any suggestions?

If you use AUTOINIT, use 2k buffers, push 2047 to the SB.
It will play the buffer and start it again, when finished. It will make an
interrupt after every 2k played.

> 
> 
> >>    Could be :) But that has to come after the ordinary soundblaster
> works.
> >> Because not every card has hardware mixing. Mine doesn't have it. I want
> it
> >> to work on my computer first, all others later.
> >You can use any sound system. like: SEAL:  www.egerter.com/seal
> 
> 
> >Why dont you use sounds systems already tested on every card ?
> 
>   Because that is not satisfactorie enough. Building something on my own is
> a lot more satisfying than taking all kinds of odds and ends and piecing
> them together. Even if the result of that is better.
>    No I want to do it myself. This is just a project, not a job. And I have
> all the time in the world.
> 
> >Itt will do everithing, you need but better. It will mix the sounds, if
> >you dont have hardware mixing.

So you like coding sound engines. IC.

> 
>   :) I know.
> 
> >> >You make your for DOS ?
> >>   It's dos right now with a dmpi prog. Win does that ok. But I want to be
> >> able to port it into fully windows when I ever get the idea and when I
> >> figure out how. Should not be too hard. Switch sound and graphicx with
> the
> >> direct-x components and the rest remains somewhat the same. But that's
> >> future for now..
> >I dont like games under DOS, because under dos:
> 
> 
> >Network: Only IPX avaiable, not internet
> >video: MAny people dont have UNIVBE.
> >3d: Only GLIDE ported to DOS, and only 3dfx support GLIDE
> 
> 
> >But if you wanna use software rendering as you do, I think, you can use
> >my engine, it is ready now, but I have not documented it in English.
> 
>   My game is tile based, hardly any rendering required.
> 
> >It will support Visual C(win), WATCOM C(dos), DJGPP
> >and will do the following:
> >- Timer
> >- Video (directx or VBE 1.2 or VBE 2.0)
> >  Only TRUE COLOR, but if the card doesnot support it, it will be convert
> >the frames to HICOLOR.
> >- Keyboard handling: (normal win key messages OR key irq under DOS)
> >
> >You will able to study my code.
>    That is usefull..

I have it now, but I have not documented it in English.

> 
> ShadSek
> 
Archee

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