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void MyShip::clbkPostStep(double simt, double simdt, double mjd){ // sound loads successfully here RequestLoadVesselWave3(myShipID, 1, "MyShip\\foobar.wav", RADIO_SOUND); ... a few frames later ... // *** RETURNS 0 ( "wav not played" ) *** PlayVesselWave3(myShipID, 1, false, 255, 0);}
OrbiterSound 3.0 ver. Mar 01 2005 Log Started***********************************************Passed initModule - OkVessel XR-01 requested an ID, returned= 0 OK attempting focus change...Focus not ready bypassing focus change - OkAttempting RenderViewport initialisation...Attempting GetStartValue initialisation...Passed GetStartValue - OkInitialising directsound...directsound initialised - OKPassed RenderViewport - OkAttempting Mp3 initialisation...MP3 found in playlist = 1Mp3 initialised - OkFocus changed attempting to load vessel waveFocus changed load vessel wave - OKLoaded requested wav nbr= 20Vessel sound FAILED TO LOAD WAV missing wav file ?-> DX Code: E_FAILLoaded requested wav nbr= 0
DanSteph wrote:This may be a problem with your wav's format or a path problem.do you use some path and directory function ? can you debug and showthe current path ?Also it's strange but maybe an indication: in the functionthe error message is supposed to display the name of the wav that failedto load, ig: Vessel sound FAILED TO LOAD WAV missing wav file ?-> mywav.wav DX Code: E_FAILHere it show nothing.... maybe a hint ?Did you checked you vessel ID ?BestDan
OrbiterSound bug demoD. Beachy, 9.25.2006To install: 1. Install orbiter060504_base.zip to a new directory; e.g., c:\orbiter.test. 2. Install orbiter060504_sdk.zip to the same directory. 3. Install OrbiterSound 3.0 4. Bring up orbiter.exe and activate the OrbiterSound module. 5. Unzip OrbiterSoundBugDemo.zip to your clean Orbiter 060504 directory; e.g., c:\orbiter.test. Click "Yes to all" whenasked to overwrite. 6. Open MSVC++ 6.0 and load the following workspace: C:\orbiter.test\Orbitersdk\samples\DeltaGlider\DeltaGlider.dsw 7. Follow the instructions at the top of DeltaGlider.cpp. Thanks a lot for your help!
void MyShip::clbkPostStep(double simt, double simdt, double mjd){ RequestLoadVesselWave3(myShipID, 1, "MyShip\\foobar.wav", RADIO_SOUND); // does not play because one frame has not elapsed yet PlayVesselWave3(myShipID, 1, false, 255, 0); }
DanSteph wrote:OS 3.0 wasn't designed with MFD in mind... for now it don't work at all.While I'm working on the new "3.5" version I'll think to include some new fonctions specifically for MFD.... Would 10 sound slot fit your need ?Dan
Face a écrit:I just wanted to inform you, that the OrbiterSound.dll you posted isn't working at all on my machines. I thought the fix forDoug's problem would fix the loading of vessel sounds from late-started MFDs as well. That would render the need for special