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Main forum => GLBasic - en => Topic started by: Kyo on 2014-Jul-06

Title: Gl_B Updates info
Post by: Kyo on 2014-Jul-06
Sorry for stupid question, but I read in a post that Gl_B has been updated to version: 12.243
It's true or it's an error????
Title: Re: Gl_B Updates info
Post by: MrTAToad on 2014-Jul-06
Not yet it hasn't...
Title: Re: Gl_B Updates info
Post by: Kyo on 2014-Jul-06
Ok.....  :booze:

Hopefully at soon a new update, with fixed sound/music for Android and many other news ...  :good:
Title: Re: Gl_B Updates info
Post by: Marmor on 2014-Jul-06
sry for my ignorance but what exactly is the sound issue on android ?
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-06
The only problem soundwise I had on android was when playing repeated short sounds, like a machine gun. They don´t quite play on the supposed rhythm as on PC.
Here I´m hopes of a fix on USESCREEN and virtual screens for MAC and PANDORA. ;)
Title: Re: Gl_B Updates info
Post by: Kyo on 2014-Jul-06
1) little delay to start sound
2) what erico said
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-06
I don´t get delays on sound start though, it plays fine and in sync time here.
You might wanna check your sound compression, or are you relating to music?
Title: Re: Gl_B Updates info
Post by: Kyo on 2014-Jul-07
For sound, I use wav 352kbps .
But the delay is heard on Android version 4.2 (is less evident in later versions)

The Music work fine (i use mp3)
Title: Re: Gl_B Updates info
Post by: spacefractal on 2014-Jul-07
SldMixer do have issues with delays on some devices. This is property newer fixed. You should checkout AndroidExtras, which uses SoundPools and MediaPlayer for sound. They seen much more stable.

More important is really fix the vsync and the virtual image issues on the Mac, rather this issue.
Title: Re: Gl_B Updates info
Post by: Kyo on 2014-Jul-07
Quote from: spacefractal on 2014-Jul-07
SldMixer do have issues with delays on some devices. This is property newer fixed. You should checkout AndroidExtras, which uses SoundPools and MediaPlayer for sound. They seen much more stable.

More important is really fix the vsync and the virtual image issues on the Mac, rather this issue.

I test with AE, but I have many sounds and I have not figured out how to load more than 4 sounds with AE.  :S

Another thing to fix in the next update of GL_B is VSYNC on and off.
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-07
44.100hz going at 705kbps works fine here and did fine when my android OS was 4.2
Title: Re: Gl_B Updates info
Post by: spacefractal on 2014-Jul-07
but whoes on some systems (on tab 2 and on Ouya, its something lag like hell, until restart the app), which why soundpool is better. You can load more than four sounds, just use the same buffer for other sounds.

etc you can uses hero sounds for buffer 1, background for buffer 2 etc. Im do not sure im will do something tweek the buffer system throught.

But actuelly its not a important issue to been fixed really. The mac one is more important.

also should this thread not to been moved to the glbasic en forum?

Also can its been due the update is not checking for the newer update, but is released silent for the background (or something like that?). But soon im see the update, im will eventuelly checking AE for that of course.

OS. Its also seen glbasic does not actuelly overwrite the whole project, like its did before. Was that fixed in 12.096? The xCode project needs update to works with iOS7, but im have uploaded that fixes to a another thread.
Title: Re: Gl_B Updates info
Post by: Kyo on 2014-Jul-08
Quote from: erico on 2014-Jul-07
44.100hz going at 705kbps works fine here and did fine when my android OS was 4.2

I'll try, but I think that depends not only on the version of Android, but also the smartphones model .

Quote from: spacefractal on 2014-Jul-07
but whoes on some systems (on tab 2 and on Ouya, its something lag like hell, until restart the app), which why soundpool is better. You can load more than four sounds, just use the same buffer for other sounds.

etc you can uses hero sounds for buffer 1, background for buffer 2 etc. Im do not sure im will do something tweek the buffer system throught.

But actuelly its not a important issue to been fixed really. The mac one is more important.

also should this thread not to been moved to the glbasic en forum?

Also can its been due the update is not checking for the newer update, but is released silent for the background (or something like that?). But soon im see the update, im will eventuelly checking AE for that of course.

OS. Its also seen glbasic does not actuelly overwrite the whole project, like its did before. Was that fixed in 12.096? The xCode project needs update to works with iOS7, but im have uploaded that fixes to a another thread.

Yes, but I have about 40 sounds, and do not know how to organize them on all 4 channels of AE.  :S
Regarding move this conversation began with the request for information last upadate so I guess we're not in OT!

Eventuallythe Admin move it in the appropriate section.


Title: Re: Gl_B Updates info
Post by: spacefractal on 2014-Jul-08
uses a array of Tsound Object with GLOBAL SOUND[] AS TSound, DIM the number of sound samples you want to uses, and then init each of them with each sound and assign the buffer.

SOUND[0].initialise(buffer, file$)

You also need to uses a TSound object for each sound, or the object does not known which buffer the sound was set to.
Title: Re: Gl_B Updates info
Post by: Kyo on 2014-Jul-09
Thanks guys, I'll do the tests!  :booze:
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-19
oh my...please Gernot, fix the virtual screen from the other platforms pretty pleeeaaase! :-[
Title: Re: Gl_B Updates info
Post by: Kitty Hello on 2014-Jul-19
What? Does usescreen not work?

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Title: Re: Gl_B Updates info
Post by: S.O.P.M. on 2014-Jul-19
I use a virtual screen and it works on Android. Just to confirm.
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-19
Quote from: Kitty Hello on 2014-Jul-19
What? Does usescreen not work?

It seems it dosen´t work with mac, I gave an extended shot with it with a friend, the drama is on this post:
http://www.glbasic.com/forum/index.php?topic=9835.0  (edit:it has mixed off topic stuff within...)
Please bear with me as in that post I was trying to figure what happened, since it used to work, and it seemed strange to me at the time.
I tried old code for no good either.

It also seems to not work with pandora as I did a little bit of testing with Ian.
On android all is going fine.

I´m sure it did work a few versions before on GLB on Mac as I tested it on my same friend´s mac and my old hackintosh. I wonder about linux?
Please, count me up to anything you may need if you want to figure this out.
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-19
Quote from: S.O.P.M. on 2014-Jul-19
I use a virtual screen and it works on Android. Just to confirm.

SOPM, can you compile a mac or pandora or linux version so we check it out? I somehow felt it was related to loading images+usescreen, but I´m really not sure.
Maybe your going could help this out?
Title: Re: Gl_B Updates info
Post by: spacefractal on 2014-Jul-19
its a mac exlusive issue and is also confirmed here (on a real mac). Also there is still vsync issue, which repeared in v12.
Title: Re: Gl_B Updates info
Post by: Ian Price on 2014-Jul-19
It's not Mac exclusive - USESCREEN isn't working on Pandora now either. It used to, but not anymore. GRABSCREEN isn't working on Pandora either.
Title: Re: Gl_B Updates info
Post by: Kitty Hello on 2014-Jul-19
Blimey. How can that be? Is it related to alphatesting and alphamode, maybe? Can you post the console output?

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Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-19
Console Output? from normally compiling on a PC to a mac? Here it goes:
Quote
_______________________________________
*** Configuration: OS-X_X86 ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:37233beb - 3D, NET
Wordcount:4661 commands
compile+link:
cygwin warning:
  MS-DOS style path detected: C:\Users\JAC\Desktop\FUED\TREEHOUSE\TH_AVOCADO_MAYHEM\MacIcon.icns
  Preferred POSIX equivalent is: /cygdrive/c/Users/JAC/Desktop/FUED/TREEHOUSE/TH_AVOCADO_MAYHEM/MacIcon.icns
  CYGWIN environment variable option "nodosfilewarning" turns off this warning.
  Consult the user's guide for more details about POSIX paths:
    http://cygwin.com/cygwin-ug-net/using.html#using-pathnames
Using icns type 'ic09' (ARGB) for 'C:\Users\JAC\Desktop\FUED\TREEHOUSE\TH_AVOCADO_MAYHEM\tmpMacIcon.png'
Saved icns file to C:\Users\JAC\Desktop\FUED\TREEHOUSE\TH_AVOCADO_MAYHEM\MacIcon.icns
Creating .app for TH_AVOCADO_MAYHEM
run: "Q:\Tools\Icons.exe" "C:\Users\JAC\Desktop\FUED\TREEHOUSE\TH_AVOCADO_MAYHEM\icon.png" /MACOSX
success
_______________________________________
*** Finished ***
Elapsed: 17.1 sec. Time: 12:07
Build: 1 succeeded.

And for pandora I get this:
Quote
_______________________________________
*** Configuration: PANDORA ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:37233beb - 3D, NET
Wordcount:4661 commands
compile+link:
Packing .pnd file
success
_______________________________________
*** Finished ***
Elapsed: 18.7 sec. Time: 12:08
Build: 1 succeeded.

All GLBasic v12.096
I also have ALPHATESTING 0.0 before my display activities on the main loop.
Title: Re: Gl_B Updates info
Post by: spacefractal on 2014-Jul-19
You can testing it with the Erico Resolution Test. That one hitted the issue. The visual screen just diddent show at all. only the backbuffer drawn. This is not a issue im have, because im newer used visual screens at all.
Title: Re: Gl_B Updates info
Post by: erico on 2014-Jul-19
Here the link to the resolution test thread, it has the project too:
http://www.glbasic.com/forum/index.php?topic=9834.15

Virtual screens happen to be absurdly important for me, let me explain the reason cause maybe there is a way around it that I can´t figure out. The only way around for my purposes I can think mean a ton of work just to get to the same behavior.

I´m quite pixel purist and I want to have low res games going, so think of 320x240 resolution for example.
The purist here means:
- No transparency whatsoever,so I take either a pixel or an 100% transparent one.
- No rotation of sprites, where in a high resolution, the square pixel shapes as a diamond.
- No subpixel movement, the thing must move a pixel on the set resolution, never half.
- Never mixed pixel sizes.

So If I create a higher resolution(say, 640x480) as a first screen for my game, I´d have to calculate what the original pixel size means for this new high res(in this case 1 pixel means 4 pixels) and try to keep everything moving on this base system, ye, a unit of move would be 2 pixels. Huge problems would arise in my mind If the unit of movement is not an integer, would also waste a lot of space scaling the sprites to many resolution sets.

Therefore, making the game on my wanted resolution and simply scaling it at the end seems to be the fastest and easiest way to do it.
Title: Re: Gl_B Updates info
Post by: kanonet on 2014-Jul-20
Also probably there still is the old USESCREEN+SPRITE2MEM (http://www.glbasic.com/forum/index.php?topic=9108.msg82763#msg82763) bug. Many of the other bugs from the V12 buglist (http://www.glbasic.com/forum/index.php?topic=9218.0) may still be active - unfortunately the newer list was lost on forum crash.