I'm pretty sure this has been asked before....but here's my question. How do I play a *.wav file while the user is playing my game. I've gone to www.gametutorials.com and downloaded the right (Dev-C++ port) tutorials that where available, but none worked. And yes, I'm using Dev-C++, if anyone can help me, or anything, please.
Yes it has been asked many times before. But here's a link:
Sorry, I see it's the DOS board. Here you can find a description of wave-files.
Thanks. That helped me alot. Now to get the file to play.
I know Bubba did some stuff with the sound card, maybe pm him about it.
Who is Bubba??? Sorry, but these are my great newbie powers.......:D
Bubba definetely knows something about that. On the ohter hand, a little trick used by many game programmers is using audio cds mixed with data cds. If you have any mp3s of the music you want to play, you can burn them to a cd, but leave the first track as data ( Like maps, characters, images ). Like this, you don't have to worry about memory maanagement and all sorts of stuff. Anwy, it's only a suggestion.
Learn more about the XBlue shell and how you can make this world a better place:
e-mail me about it.
That won't work because it ain't a MP3 and won't be a MP3 (a lot of space it takes up).....I tried the fmod deal with the mod/midi type but that won't work
Qauz... I tried to download your new RPG but the link's broken it seems.
Geocities is being a idiot right now......have u tried downloading my new version from my site?
I tried downloading both off the download page any neither link works. But I downloaded the one posted on the news page, and found two bugs within five minutes hehe. :cool:
If you d/l the 43 kb file, you should read the stuff.txt file
Who is Bubba? :confused:
Go here and download the sound card programming doc from Creative Labs.
Click on the legacy development tools.
Go here to see some source code. Ethan Brodsky's source code did not work on my system w/o some alterations. If you follow the Creative doc it will work.
Unfortunately my code has been deleted by some force of nature so I'm currently re-writing it in DJGPP. DA was the last one to have my code.
Incidentally I figured out how to get around the interrupt problem in real mode. Simply set a flag that tells the sound system, hey knucklehead it's time to load more data. Then outside of the interrupt handler, a function would check that flag and reload if necessary.