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Author Topic: audio.device keys?  (Read 3186 times)

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Team Chaos Leader

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audio.device keys?
« on: January 16, 2013, 08:50:30 AM »

There is currently a bug in OS4 where the audio.device does not return a real key.  It just returns 0.

Our soundfx code had to be changed as a result of this.

I am wondering if MorphOS returns a proper key or not?

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itix

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Re: audio.device keys?
« Reply #1 on: January 16, 2013, 09:14:32 PM »

There is currently a bug in OS4 where the audio.device does not return a real key.  It just returns 0.

Our soundfx code had to be changed as a result of this.

I am wondering if MorphOS returns a proper key or not?

To my knowledge it returns a proper key.
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Jupp3

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Re: audio.device keys?
« Reply #2 on: April 23, 2013, 02:15:05 AM »

Hi,

Does that post mean you are finally getting closer to "escaping the AGA prison"?  ;D

I guess you don't, but if you do use OpenGL, see my "what functionality to avoid" OpenGL thread under Common standards.
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Team Chaos Leader

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Re: audio.device keys?
« Reply #3 on: April 23, 2013, 03:01:46 AM »

Hi,

Does that post mean you are finally getting closer to "escaping the AGA prison"?  ;D
I sincerely hope so.

I love AGA color cycling.

but its really hard to pick up chix with a 256 color game engine :D  ;D

So its True Color FTW


Quote
I guess you don't, but if you do use OpenGL, see my "what functionality to avoid" OpenGL thread under Common standards.
My dream is to write 3 versions of my gfx engine.
1) Do all gfx myself with the CPU + standard AmigaOS gfx routines and/or P96/cgx.
2) The OpenGL way of doing things
3) The SDL way of doing things
4) Some other way of doing things

And then race them against each other and see what results I get.

Certain gfx fx such as full screen rotation should be massively faster under OpenGL but I am worried about all the "gotchas" and incompatibilities that trying to use OpenGL will cause.

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