I just did a bug report (and removed it again) for Sound3D.
I'm in doubt, whether the problem is Sound3D or my 'ogg vorbis' soundfiles.
The helpfile states, that Sound3D support ogg and wav files, but they must be mono.
Are there other criterias for these sounds files kbps, etc....?
Using PB x86 for (Windows x64): I'm able to run the code below and play these
sound files 'link removed' without an ima...
With PB x64 (Windows): The code and sounds plays, but produces an ima on exit..
Could someone else please verify, that there is a problem or not? Might be something entirely else??
The problem is the SoundListenerLocate() command.
TIA
CODE:
Code: Select all
InitEngine3D()
InitSprite()
InitSound()
InitKeyboard()
Add3DArchive("snd", #PB_3DArchive_FileSystem)
Enumeration
#Window
#Camera
#Mesh
#Entity
#ParticleEmitter
EndEnumeration
OpenWindow(#Window, 0, 0, 800, 600, "ScreenTitle", #PB_Window_SystemMenu|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(#Window), 0, 0, WindowWidth(#Window), WindowHeight(#Window), 0, 0, 0)
CreateCamera(#Camera, 0, 0, 100, 100)
MoveCamera(#Camera, 10, 10, 10)
CameraLookAt(#Camera, 0, 0, 0)
If LoadSound3D(1, "el.ogg")
SoundVolume3D(1, 50)
SoundRange3D(1, 1, 500)
PlaySound3D(1, #PB_Sound3D_Loop)
EndIf
Quit.i = 0
Repeat
Repeat
ev = WindowEvent()
If ev = #PB_Event_CloseWindow
quit = 1
EndIf
Until ev = 0
SoundListenerLocate(CameraX(#Camera), CameraY(#Camera), CameraZ(#Camera)) ; The 'ear' follows the camera (this command is the problem in PureBasic x64)
RenderWorld()
FlipBuffers()
ExamineKeyboard()
Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
;Press escape and you'll get an invalid memory...

