Restored from previous forum. Originally posted by MrVainSCL.
Hi Fred!
Could you tell us the structures you are using inside PureBasic for Sound() and DirectX handling? Maybe it would be possible to write a own DecodeSound() command i.e. without saving the stuff to hd? "DecodeSound(?label,#num)" - What do you think, possible?
PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten
PB2.90 for Windows - Sound() + DX() Structures ?
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Restored from previous forum. Originally posted by Pupil.
Please tell me if i'm completely off track here MrVainSCL!
I believe he want to be able to include the sound file in his EXE and initialize the sound from there without having to first save the file to the harddrive and then use LoadSound() to be able to use it. I.e. he's probably looking for something like this:Which Sound format do you want to decode
to which new format ??
Code: Select all
...
DecodeSound(#sound1,?includesound1)
PlaySound(#sound1,0)
...
includesound1:
IncludeBinary "sound\1.wav"
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Restored from previous forum. Originally posted by MrVainSCL.
hehe... surely interested too - btw what is copyright, hehe?
))
Yes, you are absolutly right... That is what i mean! *BINGO*
PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten
Hi Danilo!Danilo wrote:
MP3 (copyright!) to WAV ??
Please explain...![]()
hehe... surely interested too - btw what is copyright, hehe?

Hi Pupil!Pupil wrote:
I believe he want to be able to include the sound file in his EXE and initialize the sound from there without having to first save the file to the harddrive and then use LoadSound() to be able to use it. I.e. he's probably looking for....
Yes, you are absolutly right... That is what i mean! *BINGO*
PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten
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Restored from previous forum. Originally posted by Danilo.
Ahhhh... right, now i remember
It has nothing to do with decoding a sound,
its simply _loading_ a sound (in this case from memory).
So it should be added to LoadSound, like LoadImage
and LoadSprite.
Simply with LoadSound(#SoundNr, ?Label) for mem
and LoadSound(#SoundNr, "FileName") for disk.
Please stop telling me you want to decode something...
cya,
...Danilo
(registered PureBasic user)
Ahhhh... right, now i remember

It has nothing to do with decoding a sound,
its simply _loading_ a sound (in this case from memory).
So it should be added to LoadSound, like LoadImage
and LoadSprite.
Simply with LoadSound(#SoundNr, ?Label) for mem
and LoadSound(#SoundNr, "FileName") for disk.
Please stop telling me you want to decode something...
cya,
...Danilo
(registered PureBasic user)
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- PureBasic Guru
- Posts: 16777133
- Joined: Tue Apr 22, 2003 7:42 pm
Restored from previous forum. Originally posted by MrVainSCL.
PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten
hehe... I still wait for something like "LoadSound(#num,?label)" or D*code() - Hey danilo, i want to decode graphics (arrrrhhh) *looool*Danilo wrote:
Ahhhh... right, now i remember
Simply with LoadSound(#SoundNr, ?Label) for mem
and LoadSound(#SoundNr, "FileName") for disk.
Please stop telling me you want to decode something...
PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten