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General Discussion / Re: Tsumi to Batsu (Sin and Punishment)- No artwork
« Last post by fzurita on May 25, 2017, 07:19:17 AM »
Thanks! I appreciate it.
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General Discussion / Re: Tsumi to Batsu (Sin and Punishment)- No artwork
« Last post by Paul on May 25, 2017, 06:01:48 AM »
@fzurita, I have set up an account in cPanel, but my host has some weird security restrictions so can't connect with it yet.  I opened up a ticket and will let you know what to do to connect.
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Other Support / Re: SoundEngine loop stream sound
« Last post by CreativeMD on May 24, 2017, 05:32:43 AM »
Yes!!! Thank you sooo much. It seems to be fixed, everything works just fine: https://youtu.be/Z7GmncqhGpI

Now there is only this random crash, but i don't know if there is a way to fix it.

Again thank you so much for all your spent time and effort! :D You really helped me, i have been trying to solve this issue for weeks. Now i can finally release! I wish you all the best for your future projects. Thank you.
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General Discussion / Re: Tsumi to Batsu (Sin and Punishment)- No artwork
« Last post by Paul on May 23, 2017, 04:38:28 PM »
Sure, I can give you FTP access to that folder.  Sorry for not getting to these updates..
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General Discussion / Re: Tsumi to Batsu (Sin and Punishment)- No artwork
« Last post by fzurita on May 23, 2017, 02:42:20 PM »
@Paul, is there anyway I can get access to the gallery path on your server so that I can make updates as needed?
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Other Support / Re: SoundEngine loop stream sound
« Last post by Paul on May 23, 2017, 12:27:07 PM »
Thanks, I''ll look into this when I get a chance.

Yes, you can increase the number of streaming channels using something like:

Code: [Select]
SoundSystemConfig.setNumberStreamingChannels( 11 );
SoundSystemConfig.setNumberNormalChannels( 21 );

Just have the total number add up to 32.  You'll need to do this before you instantiate the SoundSystem.  The logic for streaming channels has to be a bit more responsive than for normal channels, so depending on the speed of your system and what all else you have going on, you might start hearing gaps in the streams if it can't keep up with the number of channels you have set.
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Other Support / Re: SoundEngine loop stream sound
« Last post by CreativeMD on May 23, 2017, 11:11:41 AM »
Ok ... it looks like things get a little bit more complicated. It might be a good idea if i tell you exactly what is happening and show you my code.

So AmbientSounds (the mod i'm working on) should play sounds which should fit to the current area the player is. An area has about 3 sounds which play contentiously and a few others which play from time to time.

I recorded two videos, which should show you what is going. I'm trying to bring the system to it's limits by switching the areas rather quickly, through that way more sounds will be played simultaneously. The console (in eclipse) shows which sounds are currently playing.

In this video a random crash of the sound engine occurs:
https://www.youtube.com/watch?v=v9Nfe8RYxeA

Code: [Select]
[17:36:04] [Thread-11/INFO]: [STDERR]: java.lang.NullPointerException
[17:36:04] [Thread-11/INFO]: [STDERR]: at com.jcraft.jogg.StreamState.packetout(StreamState.java:186)
[17:36:04] [Thread-11/INFO]: [STDERR]: at paulscode.sound.codecs.CodecJOrbis.readBytes(CodecJOrbis.java:575)
[17:36:04] [Thread-11/INFO]: [STDERR]: at paulscode.sound.codecs.CodecJOrbis.read(CodecJOrbis.java:354)
[17:36:04] [Thread-11/INFO]: [STDERR]: at paulscode.sound.Source.stream(Source.java:953)
[17:36:04] [Thread-11/INFO]: [STDERR]: at paulscode.sound.StreamThread.run(StreamThread.java:129)

The second video shows the problem i was talking about before: https://www.youtube.com/watch?v=9TmNl-es50k at around 0:40 the engine unexpectedly ends some of the sounds.

Code: [Select]
[17:40:56] [Client thread/INFO]: [STDOUT]: ================Playing================
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.bird.bird-jungle-night, 0.023/0.0
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.cricket.cricket-jungle-night, 0.023/0.0
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.cricket.cricket-forest-night, 0.023/0.0
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.cricket.cricket-warm-night, 0.5029971/0.0
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.cricket.cricket, 0.0019999743/0.0
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.wolf.wolf, 0.057999957/0.0 pause: 136
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.seagull.seagull, 0.10300003/0.75 pause: 12
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:animals.seagull.seagull-long, 0.0/0.75 pause: 737
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:water.beach, 0.09900002/0.4
[17:40:56] [Client thread/INFO]: [STDOUT]: ambientsounds:wind.light-wind, 0.09900002/1.0
[17:40:56] [Client thread/INFO]: [STDOUT]: Unexpected ending sound ambientsounds:animals.cricket.cricket af7699ba-c5c7-4bf5-ae2d-298220803624
[17:40:56] [Client thread/INFO]: [STDOUT]: Unexpected ending sound ambientsounds:animals.cricket.cricket-jungle-night 5806f294-3cc4-43ac-8702-73a543136fd1

This seems to persist until those sounds fade out (since i left the area).

The code i'm currently using is a bit chaotic. I tried a lot of things to found out if a sound has stopped or not:
https://github.com/CreativeMD/AmbientSounds/blob/1.11/src/main/java/com/creativemd/ambientsounds/AmbientSoundEngine.java#L92. I hope i could explain my situation, so you can understand it.

Not having enough streaming channels might be the issue here, is there a way to increase it?


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General Discussion / Tsumi to Batsu (Sin and Punishment)- No artwork
« Last post by King3 on May 22, 2017, 07:01:21 PM »
Tsumi to Batsu (Sin and Punishment) - No artwork
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Other Support / Re: SoundEngine loop stream sound
« Last post by Paul on May 22, 2017, 12:28:54 PM »
Do you have some sample code for the simplest test case you can simulate the behavior?  In particular playing() returning false when the source is actually playing.

Off hand I'm thinking one issue might be the library running out of available channels.  Typically the sum of streaming and normal channels adds up to 32.  By default I think 4 are reserved for streaming channels and the rest for normal channels if I recall correctly.  If you play more sources than the limit, it will stop a playing channel and replace the source that was playing on it with the newest source.  The old one would show playing() false and the new one true.

Sounds like there may be other issues though, since you mentioned playing() returning false for 1-4 seconds, which is much higher than I have experienced.  Maybe something is broken in newer Java versions (the library is quite out dated at this point).
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Other Support / Re: SoundEngine loop stream sound
« Last post by CreativeMD on May 22, 2017, 10:18:12 AM »
Hey,

unfortunately there seem to be some more issues with the sound engine itself. Since the minecraft implementation has lot of bugs, i decided to write my own, but as i said before ran into some problems.

There seems to be one big issue and that is to tell whether a sound is playing or not. As you told me already, playing() will not return true immediately, which isn't that big kind of a problem. I could solve it by waiting until playing() is true for the first time.

To my concerns that did not fix it
- sometimes a sound does not event start to play. This occurs randomly (no idea why)
- playing() returns false although the sound is still playing (somehow depends on how many sounds are playing. It's difficult to find a pattern, but sometimes all the sounds return false for 1-4 seconds, eventually the seems to recover from that). I could record a video to demonstrate you what is happening

I also tried to use library directly (get the source), but that does not change anything. I tested it for hours tried to find a solution, but sadly without any success.

Maybe you have an idea? What i would need is a 100% safe method which tells me if a sound is playing or not, everything else works just fine.
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