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Posted
DS functionality's a long way off yet. I'm gonna try to attack sound first. If I can add one channel of sound, that'll be a lot more than DSemu's ever had before.

Have you considered using PortAudio rather than SDL? If you only want audio it might be a better solution.

 

I used it years ago on the Mac and wrote my own mixer (using a logarithmic compander), but they do have a mixer if you need it.

 

If you use your own mixer you just add pa_lib.c, pa_host.h, portaudio.h and pa_PLATFORM.c and you're done :P It calls a callback when it needs data.

Posted

Two9A, you think you'll release a built version once you catchup with doublec's work?

Posted
you think you'll release a built version once you catchup with doublec's work?
Catching doublec is gonna take a bit of work; it'll probably be a while. The major problem with releasing builds is that I only have a Linux box; I can compile for Windows through Wine, but I can't guarantee that anything'll work, because I can't test it.

 

Have you considered using PortAudio rather than SDL?
Eventually, I do want to have all 6 channels of GBA sound, so I'd have to write a mixer. I did take a short look at PortAudio, and it seems to be on about the same level of simplicity as the SDL standard sound. If the mixer turns out not to be too much of a hassle, then perhaps I'll check it out.
Posted
So what would i basically need to compile dsemu?
As of the version sitting on my hard drive right now (which I'll probably put up in the morning), you need:

  • A compiler. This can be gcc for Linux/OSX, MinGW for Win32, or MSVC++.
  • The Fltk libraries and includes for your compiler. If getting them for MSVC is a pain (it was for me), I can upload a copy of the libraries I use in compilation.
  • (The current version on the website needs SDL and SDL_mixer libraries, even though they're not used any more. That dependency has been removed since.)

So that's it. Once you've got those, grab the package I'll put up later, and give it a trial run. I've got verified compiles on Linux and MSVC (from me) and MinGW and OSX (from others), so you should be fine.

Posted

Ok, as promised, a new fileset for DSemu-ng. I've simplified the Windows compile a little, and added an OSX makefile based on recommendations provided to me. Please try them out, and let me know how things go.

 

http://ng.dsemu.org/dsemu-ng-20051101.tar.bz2

Posted

I'll get the required includes and SDL, and ttry to compile with Dev C++ (gcc), and Code::Blocks :D.

Posted
fltk-2.0.x-r4608.tar.bz2 is that ok?
No, no it's not ok :D

DSemu-ng links against Fltk 1.1.x (1.1.4 in particular is what I dev with). I have no idea if 2.0 will work. Also, you won't be needing SDL any more; I finally got around to removing the references to SDL for the 1101 release.

Posted

Erm. I didn't actually do any setting up, having a superripped commandline version of MSC++; all I did was dump the FL includes in INCLUDE, get someone else to compile the libs, and dump those in LIB. I haven't the first clue how to go about building Fltk :D

Posted

I have a six channel mixer via PortAudio, if you want it. Just fill in the callback. The code I have should be portable by replacing the PortPLATFORM.c file (mine is Mac-Carbon). You can include the few files in the distro as it is under a BSD type license, so it matters not what you do with it, (unlike GPL/LGPL). Just stick the files in there and add it to your distro, rather than making people install a ton of crap.

 

I had SFX and vorbis/ogg working on it at the time.

Posted

Sure, sounds good; I'll take it. Good to hear that it's all BSDd, since that's the licence

for DSemu-ng; can't go around distributing lgpl code under bsd, now can we.

 

Just throw a link or the file in my direction, it'll be much appreciated.

  • 1 month later...

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