DooMAGE Posted December 29, 2016 Share Posted December 29, 2016 Were we able to set the zip pw via Leadwerks function that does that, from Lua? I know it does that in c++ and Leadwerks is the thing that needs to know the zip pw as it's the one that unzips and reads the data in its functions. Currently that's all done "magically" via the le package process. In the C++ main file is where it loads zipped files. Looks like Package::Load(). I don't see any pw being out in there so guessing Josh hides all that. I'm guessing he might be using the same pw for all LE packaged files that is in his library. Not at my pc atm to see if that function has an overload to take a custom pw but wouldn't that require pro version then since you're doing it in the C++ app? That's a good point, if someone figure out what the password is , can we change the password and the package process in the Pro version? But maybe this is a subject to another thread, we should focus on the ogg support Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
Josh Posted December 29, 2016 Share Posted December 29, 2016 You could make a copy of data.zip, rename it, and delete everything except the sound files. The zip passwords are pretty much impossible to figure out. Each file within the zip even has a different password. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
martyj Posted December 30, 2016 Share Posted December 30, 2016 I found it really hard to make your own zip. In fact I was unable to make my own. If someone has a tutorial of how to do this, it would be great! ------------- In other news, am working on implementing Ogg audio files. I've separated the Sound::Reload function that Josh sent into two different code paths for audio importing. I wrote a test script to import two audio files and compare their data to make sure the decompression is working. I've also just compiled libogg and libvorbis to be used into my program. I should have a working version some time tomorrow hopefully. Quote Link to comment Share on other sites More sharing options...
martyj Posted January 1, 2017 Share Posted January 1, 2017 So here is what I have at the moment. http://martyj.net/OggSound.zip The sample program is in the OggSound folder. The ogg decoding code basically comes from this link https://svn.xiph.org/trunk/vorbis/examples/decoder_example.c With some slight modification to improve readability a tiny bit and to integrate it with Leadwerks Streams. The sample program requires two static libs. libogg_static.lib and libvorbis_static.lib The way it works is that ogg is the container format and vorbis is the actual compressed audio data format. They can be found at this path relative to that folder. libvorbis-1.3.5\libvorbis-1.3.5\win32\VS2010 and libogg-1.3.2\libogg-1.3.2\win32\VS2010 Just open the project in VS2015, fix the include and linking paths. Build and Profit! When I run my demo app for some reason OpenALSound isn't initialized with my example Sound class using ogg file, but it works great for wave. I've compared the output in Sound->data, and it matches an expected decompressed audio file using 16 bit little endian PCM @ 44100hz. So hopefully Josh can figure that out to get it to actually play. If there's anything else I can do to help implement this, let me know. 7 Quote Link to comment Share on other sites More sharing options...
Jazz Posted January 1, 2017 Share Posted January 1, 2017 Why not just use this? http://viremo.eludi.net/proteaAudio/index.html Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
martyj Posted January 1, 2017 Share Posted January 1, 2017 Why use an external library when it can be added to the engine itself? That way nobody else has to add their own support for the audio. Also it could work in 3D whereas that library is 2d only. Quote Link to comment Share on other sites More sharing options...
Jazz Posted January 1, 2017 Share Posted January 1, 2017 I see. Hopefully Josh will add it to the engine. Good work! Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
Josh Posted January 1, 2017 Share Posted January 1, 2017 Thanks man, that was really easy to add into the sound loader. I have it working right now. I'm sure many people will find that useful. You should add your shirt size and shipping info by editing your profile. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted January 1, 2017 Share Posted January 1, 2017 ogg support confirmed? Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted January 1, 2017 Share Posted January 1, 2017 It will be 4.3, if MartyJ gives me permission to freely use his code. 7 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 1, 2017 Author Share Posted January 1, 2017 That's what I am talking about! Great work martyJ and Josh. Case closed. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 1, 2017 Share Posted January 1, 2017 It will be 4.3, if MartyJ gives me permission to freely use his code. It would be so nice to finally have this in! In theory this will be ready for the next tournament but that's up to Josh when 4.3 comes out. Fingers crossed. Quote Link to comment Share on other sites More sharing options...
martyj Posted January 1, 2017 Share Posted January 1, 2017 Can't wait to use it. Of course you have permission. 8 Quote Link to comment Share on other sites More sharing options...
martyj Posted January 1, 2017 Share Posted January 1, 2017 You should add your shirt size and shipping info by editing your profile. I've updated my info in my profile, although you really don't have to send me anything. It was no trouble at all . Just happy to have this support. Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted January 1, 2017 Share Posted January 1, 2017 Great Job Marty Quote Link to comment Share on other sites More sharing options...
ChrisV Posted January 2, 2017 Share Posted January 2, 2017 So, it took like allmost three years before this gets added by a member, lol?? I remember asking for it, allmost three years ago. Great job, martyj! Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
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