GLBasic forum

Feature request => music/sound => Topic started by: Gary on 2012-Jun-22

Title: feature request: Mem2Wav
Post by: Gary on 2012-Jun-22

Would it be possible to add a mem2wav option much like the mem2sprite function (and a loadwavmem command)? This would then allow basic sound manipulation (like speed up and slow down by altering the sample frequency) on the fly and give the option to generate tones without the use of wav files being prebuilt before hand. Also any music and sounds could be hidden in the source rather than being separate files that could be ripped out

Title: Re: feature request: Mem2Wav
Post by: MrTAToad on 2012-Jun-22
Would like one for fonts too...
Title: Re: feature request: Mem2Wav
Post by: mentalthink on 2012-Jun-22
I think this can be very usefull...

About the audio in mobile devices.... wich it´s the library uses, OPENAL, for all devices ?¿...
Title: Re: feature request: Mem2Wav
Post by: spacefractal on 2012-Jun-22
mem2wav could been usefull to add example adpcm wav support and such thing....


LOADSOUNDMEM(Soundinfo info, num%, buffers%)

Soundinfo is of course a type that contant info like resoulution (16) and frequency (44.1) used, as well the bank array with the sound its self (neat if could using a BYTE/SHORT array, not INT). That mean GlBasic never would seen if we converted from ADPCM to PCM first and hence possible to add new formats to sound would been possible.

Also manipulate sound that would would been possible too, but its of course cost by memory.
Title: Re: feature request: Mem2Wav
Post by: UBERmonkeybot on 2016-Feb-20
Title: Re: feature request: Mem2Wav
Post by: Kitty Hello on 2016-Feb-24
That's very complicated to do with all the different sound engine I had to use. Maybe its easier to write a temp file? I do this in the sfxr wrapper. Search for it.