[02:16:21] <jo8330> hi all. in blackgate intro, where the tv gets all staticy, is there supposed to be sound before the guardian pops in and starts speaking? i am using the mt-32 soundpack + ogg encoded music
[02:36:57] <jo8330> ah, it seems this is only present with soundbaster instead of mt-32
[03:07:42] <jo8330> no i'm wrong, something's definitely off, there are missing sound effects in the intro
[03:08:08] <jo8330> they work in dosbox with a real mt-32. in exult with a real mt-32, they are missing
[03:08:16] <jo8330> i wonder if the sysex msg's are being sent too quickly
[03:09:22] <eviltar> jo, you mean like the static sound of the monitor?
[03:09:36] <jo8330> ok i see there's a thread in the forum discussing this exact thing.
[03:09:41] <jo8330> eviltar: yeah
[03:09:52] <jo8330> also when the guardian's face starts coming through
[03:10:42] <eviltar> there's probably more info in that thread that what i coudl tell you
[03:10:55] <jo8330> yeah i'm just having a read now
[03:12:05] <eviltar> if you use digital sfx the roland pack should play the static
[03:13:04] <eviltar> are you tryign to use midi sfx?
[03:14:00] <eviltar> b'c afaik the digital sfx are pcm wav recordings
[03:14:27] <jo8330> the sounds are missing completely. i've tried with the oggpack, and with a real mt-32. so i'm guessing the yare in the sfx files
[03:14:41] <jo8330> can i make exult generate the sfx through a real mt-32?
[03:14:45] <eviltar> you're dicing things up a bit tho
[03:15:00] <eviltar> the ogg and the midi are jsut for the music
[03:15:16] <eviltar> they've for the most part split the sfx off as wav files
[03:15:36] <eviltar> there is a midisfx pack
[03:15:48] <jo8330> yeah that's what i'm using.
[03:15:55] <jo8330> can i have sfx go through real mt-32 though ?
[03:16:03] <eviltar> ok, yeah from what i know the midisfx does that
[03:16:06] <jo8330> cause the sounds are missing
[03:16:25] <eviltar> idk how to fix that
[03:16:37] <eviltar> but i think that is a known problem at the moment
[03:17:11] <eviltar> but if you have an mt32 and you hang out maybe you can help to debug it?
[03:17:24] <jo8330> sure.
[03:18:34] <jo8330> ok so there's a comment in the doc that says exult doesn't yet playback all the SFX that the original did.
[03:19:04] <jo8330> is there a reason why exult cannot send sfx data to the midi device?
[03:19:19] <eviltar> with the midisfx.flx
[03:19:22] <jo8330> it seems using the .flx files is the only way
[03:19:23] <eviltar> it does
[03:19:39] <jo8330> oh so the .flx are not pcm
[03:19:45] <eviltar> i like the roland wave pack
[03:19:48] <eviltar> it is pcm
[03:20:06] <jo8330> so then the sfx data for these sounds is just missing i guess?
[03:20:21] <eviltar> recorded from the original game with an mt32 i think
[03:20:37] <eviltar> idk whats missing with that setup
[03:20:41] <eviltar> i know the static plays
[03:20:44] <jo8330> yeah. they sound accurate, except some are missing.
[03:21:10] <jo8330> wondering if it's because sysex is too fast (although i don't see buffer under/overflow msgs until later on), or if the data is missing.
[03:21:41] <jo8330> i see some suggestions on delaying sysex.. i don't have a build env but i guess i can try that sometime
[03:22:07] <eviltar> http://prdownloads.sourceforge.net/exult/sqsfxbg.zip
[03:22:13] <jo8330> btw both SB and MT-32 versions are missing it
[03:22:41] <jo8330> ya that's the mt32 version
[03:22:50] <eviltar> thats the mt32 wav's
[03:22:52] <jo8330> try it if you get a chance, you'll find there's no "static" sound
[03:22:58] <jo8330> in the intro
[03:23:07] <jo8330> and when the guardian's face is creeping through, ther'es also missing sound for that
[03:23:13] <eviltar> you're running in windows?
[03:23:20] <jo8330> yeah
[03:23:30] <eviltar> thats weird
[03:23:32] <jo8330> brb
[03:23:46] <eviltar> what's your ini file say
[03:23:57] <eviltar> in the blackgate/waves section
[04:01:33] <jo8330> <waves> jmsfx.flx </waves>
[04:01:44] <jo8330> i kno wit works, i'm able to toggle between SB and MT32 as well
[04:01:48] <jo8330> the ingame sound effects seem there
[04:01:53] <jo8330> only thing i noticed so far was in the intro
[04:07:42] <eviltar> i wish i could help, in the latest release, with the the mt32 pack, i definately get static before, and sounds during the guardian speech
[04:08:49] <eviltar> but im ussing the mt32emu not a real mt32 for music, maybe thats in the midi and not in the sfx like i thought
[04:20:17] <jo8330> do you have digtial music disabled?
[04:22:56] <jo8330> wow interesting, fakemt32 had a bit of static at the start
[04:24:45] <jo8330> actually so did real mt32
[04:28:09] <jo8330> it doesn't sound right though, compared to dosbox/real mt32
[04:28:27] <jo8330> oh well, if i can help somehow let me know.
[13:37:50] <Dominus> Malignant_Manor: about your windows/fullscreen patch, I guess one thing that falls short is the obligatory test before saving new settings when you change the settings for the one while running the other (if you get what I man)
[13:40:17] <Dominus> also you removed the WinCE ifdef. why that? if that no longer works at all, maybe uncomment the ifdef with a remark, so whoever tries his hands on it again (Lanica?) knows what happened
[13:55:51] <Malignant_Manor> The WinCE stuff is in the new function.
[13:56:36] <Malignant_Manor> If you read the notes, you would see that the save menu has not been changed so that explains why you have issues with it not working.
[13:57:12] <Dominus> I was actually asking before trying the patch. I was just thinking this might be an issue with it
[13:58:24] <Malignant_Manor> The way Exult is not using the correct defaults.
[13:58:48] <Malignant_Manor> oops edited some stuff out and left the first two words in
[14:01:22] <Malignant_Manor> Exult is not currently using the correct default video settings specified for WinCE.
[14:01:44] <Malignant_Manor> My patch respects them.
[14:02:43] <Dominus> ah, now I see it in the patch
[14:03:08] <Malignant_Manor> My force saving the window values on video initialization is likely not needed. I need to do testing after the menu is done to know for sure.
[14:03:16] <Dominus> compiled fine, btw
[14:04:04] <Malignant_Manor> The only menu stuff it has is what I am thinking of using for setting initial values for the menus.
[15:19:57] <Malignant_Manor> Marzo: When you get a chance, could you please check this out to make sure it seems like a technically sound idea. https://sourceforge.net/support/tracker.php?aid=3157143
[15:21:26] <Malignant_Manor> Marzo: Also, I would like to know how to change the x and y integers of the resolution into the uint32 resolution value.
[15:22:05] <Marzo> In the patch?
[15:22:18] <Malignant_Manor> It is a preview patch.
[15:22:36] <Malignant_Manor> It doesn't include the menu code.
[15:23:07] <Malignant_Manor> Well, except for an idea of how I want to set the initial Video menu values.
[15:24:04] <Malignant_Manor> Marzo: Basically, I just want to know if it seems like I am doing things in a matter that seems right for Exult.
[15:24:39] <Malignant_Manor> The patch currently seems to work fine for video init and fullscreen key action toggle.
[15:25:14] <Marzo> Seems to be OK
[15:25:20] <Marzo> (and it is a nice idea too)
[15:26:06] <Malignant_Manor> Okay, can you please explain how to convert the x, y data to uint32 resolution value
[15:26:40] <Marzo> I am not sure I follow the question
[15:26:46] <Marzo> What types are x and y?
[15:26:58] <Malignant_Manor> int
[15:27:24] <Marzo> Do they ever get negative?
[15:27:41] <Malignant_Manor> They shouldn't/ It's for resolution.
[15:28:08] <Marzo> Then you can either change them to uint32 or simply use the equal sign
[15:28:48] <Malignant_Manor> I was thinking it combined both x and y values.
[15:28:59] <Marzo> If you are using a super-high warning level, you can make the conversion explicit by writing something like uint32(x) or static_cast<uint32>(x) or (uint32)x
[15:29:42] <Marzo> uint32 is a typedef for 'unsigned <int>' where <int> is guaranteed to be 32-bit
[15:29:56] <Malignant_Manor> current_res = (gwin->get_win()->get_display_width()<<16)|(gwin->get_win()->get_display_height());
[15:30:21] <Malignant_Manor> I guess it uses |
[15:30:25] <Marzo> Ah, so it does combine x and y
[15:30:40] <Malignant_Manor> I'm not sure what the <<16 is about
[15:30:47] <Marzo> So basically (x << 16) | y
[15:31:13] <Marzo> To convert back, x = (res & 0xffff0000) >> 16; y = (res & 0xffff)
[15:31:19] <Marzo> It is bit shifting
[15:31:50] <Malignant_Manor> Thanks, I have to sort through the menu sometime later.
[15:31:52] <Marzo> 'x << y' means take x and shift its bits to the left y times
[15:32:34] <Marzo> (basically, x << y == x * 2^y, while x >> y == x / 2^y
[15:33:42] <Marzo> Here: http://en.wikipedia.org/wiki/Bit_shifting#Bit_shifts
[15:41:46] <Malignant_Manor> Thanks again. I need to go now.