U-235 SoundEngine release
Posted 07 December 2011 - 09:46 PM
So, want a full featured, supported, DSP Sound Engine for your project? for free ?
Check it out http://www.u-235.co.uk/se/index.php
Feedback and bug reports welcome, I have a list of things to do on this as long as my arm already so keep checking back for new updates and releases.
Big huge thanks to the other guys of U-235 and also to the chaps of Reboot and Jagware, excellent help, ideas and hints throughout as well as some top laughs! Cheers guys.
Posted 12 December 2011 - 10:37 PM
Now with selectable playback frequencies of 8,12,16,24 or 32 kHz!
PLEASE NOTE! Higher frequencies are more sensative to bus latency and will sound wrong if the main bus is being utilized by higher priority CPUs, this is a known bug that I am working to address.
Posted 17 December 2011 - 06:00 PM
It's nothing major, so don't worry it's not like it's going to eat your face
I have fixed this already but will hold on releasing update until I have fixed all the new bugs I have crafted into the build at the mo
Posted 26 December 2011 - 05:16 PM
What will this mean?
- The dropping of the periodXX lookup tables,
- The removal of some internal hackery,
- More accurate module pitch bends and slides,
- Removing the dependancy of mod parsing code on specific SE commands
- The removal of those SE commands completely
- Being able to simply specify a sample frequency to play at to the API and it doing the hard work for you!
The future? These are just ideas I have that this change will potentially make possible, how feasible they are I won't know right now, but
- The ability to switch to a new playback rate whilst the engine is running without (hopefully) any/much distortion to active audio
- Dynamic adaptive playback adjustments! (this one is likely a way off and possibly a pipe dream, but I think possible...)
Once I have completed this chunk of work I should hopefully be able to complete more of the missing mod parser effects. 2012 is going to be busy
Posted 28 December 2011 - 07:21 PM
For my test I have assembled main.o with madmac.
I have then linked with ALN, and also linked a version with SLN using the same binary blobs (main.o and dsp.o) which were produced by MAC.
The output from ALN works as intended, the output from SLN doesn't. I think SLN is introducing an alignment issue within the DSP code.
Posted 14 January 2012 - 05:16 PM
« Soit A un niveau d'absurdité, il existe un post N tel que... » – Azrael et al., 2006
Posted 14 January 2012 - 05:27 PM
* actual claims maybe 100% through the teeth fibs
Posted 17 June 2012 - 08:06 PM
Now you can select between SebRmv player and Linkovitch's one. That's a very good think, two very good free module players. No excuse for don't including music in your games. Except Fadest who got a good excuse (Private joke !)
C Vitamin is Superior to Dragibus !! (@Fadest) C.V. Rules !!
'asm is what real coders use, all the others are script kiddies' (@CJ)
'HLL is High Level Lamer' (@CJ)
'for each routine we spend 1 week in developement and 2 months in optimising GOOD WORK, C' (@GGN)
C.V.S.D. member of the Jagware community
Posted 13 July 2013 - 07:40 PM
U235 SoundEngine Homepage
Reply to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users