RAW sound engine
One of the most difficult aspects
of modern programming for a novice to integrate
within their programs is the use of real recorded
sound. This is due top a number of factors: firstly,
the inpenetrability of the soudn file formate
makes even experimentation extremely difficult;
secondly, the storage of such large amounts of
data requires a working knowledge of XMS memory
and a proficiency in the rapid transport and execution
of this data; and thirdly because the configuration
of the sound card is an unimaginably complex task
for many novices. Another complicating factor
is the fact that every different sound card functions
in a different way, and compatability is always
an issue. Solving these problems required the
assessment of many example programs obtained from
other sites, and the eventual conversion of their
engines to my needs. The RAW sound engine that
is available here is effectively the same as released
by Ethan Brodsky, and I have maintained much of
his code as well as leaving him the credit for
his very easy to use and effective program. This
unit, which was included in Trooper II
as the general sound engine, is simple to use
and install within your own programs, and automatically
loads any sounds in use into the XMS memory, effectively
causing no perturbation to your running program.
WAV or VOC sounds, obtained from other sources,
are converted into RAW formate using the conversion
tools included in the package, and are then further
compiled into a sound library using the useful
and efficient utility included. These sound libraries
can then be loaded directly into the memory on
runtime, or specific sounds extracted. Sounds
can then be played on demand, and run in the background
whilst your program continues to process; otherwise
sounds can be put onto a loop to allow effective
background noise to be generated. The pitch and
various other variables concerned with the playback
can be altered, and the sounds in the library
derived from 8 or 16-bit WAV files, at
various different frequencies (22 Khz or 44 Khz,
if my memory serves me correctly). Sounds can
be started or stopped at any time, and there is
even the capacity to play up to eight sounds at
the same time, which creates a genuine commotion
of sound if you attatch certain sounds to certain
events in a action game. This resource is easy
to use and indispensible for anyone that wants
to include real WAV sound into their programs
with the minimum of fuss, or effort for that matter.
The unit is supplied with full source, including
seperate XMS drivers that will not conflict with
the other XMS units available on this site, as
well as emplarary programs and sound files. Have
fun experimenting, Jon
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