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General Jo Engine Help / Re: How to properly convert WAV to PCM?
« Last post by ponut64 on September 03, 2020, 01:17:28 pm »
You are converting it correctly, the problem is inside the audio playback function.

I can't remember how exactly to change it inside Jo. You can join the segaXtreme discord, or the segaXtreme forum, and we can give you more direct assistance (though we will push you outside of jo engine to solve this problem).

You can also check out emerald nova game's tutorials and archived streams on youtube.

To be clear, the function you're looking to use is slPCMOn. That functions' arguments are pretty complicated and you will need to go through the SGL manuals for it.
General Jo Engine Help / How to properly convert WAV to PCM?
« Last post by kentosama on August 25, 2020, 11:53:57 am »
Hello, I would like some clarification on converting WAV to PCM.

To convert a WAV I use this command:
Code: [Select]
ffmpeg -i title.wav -f s16be -ar 8000 -ac 1 ../../cd/TITLE.PCM

Checking if the PCM is correct I use this command:
Code: [Select]
ffplay -f s16be -ar 8000 -ac 1 ../../cd/TITLE.PCM

The sound is correct played in the terminal, however when I compile and run the program, the sound is always played very quickly. The only way to get a correct reading is to keep the original frequency which is 44100Hz.

Could you tell me what's wrong?

Thanks !
UPDATED: 27-06-2020 98% Complete:
- 2 games added only. Some more in Future next games tab:
- Added only Software column to see more easy that games use it.
- Improved formatting in several columns to order the filter better.
Hello community!

This time it was less. And finally I can "say" that I finished posting my SS analysis.

This time finally with the transparencies a single part for him. And sound plus extras the other end point.

They are the longest parts I have written. With 24,000 and 20,000 words each.

Here I leave you the final parts of my tribute to the SS.

I hope you like it and find it useful.

David Gámiz Jiménez
Jo Engine Wish List / Re: 8 Bit TGA Support?
« Last post by mindslight on May 16, 2020, 11:43:18 pm »

I just started the implementation ;)
General Jo Engine Help / Re: Why is this skipping?
« Last post by mindslight on May 16, 2020, 06:38:09 pm »

I fixed Ponut64 slSoundRequest Demo on EmeraldNova website:

  • jo_fs_read_file_async_ptr()
  • jo_core_add_vblank_callback() that allows multiple vblank functions
  • Useless vars and uncalled functions removed to essential

See attachment.
This was fixed on the last version available on GitHub

I'm back on the project !!!

This time, I implemented a debugging console that you can toggle anytime.

See "demo - debug console" for more details.

I added some builtins functions (others will arrive) but you can add your own command easily :)
General Jo Engine Help / Re: How Can I Play CD Track Without a Button?
« Last post by SuperReye on February 16, 2020, 10:26:36 am »
If you look into the source code of the audio demo, you can see there is an IF statement on line 48. It compares whether button B is pressed and music is not playing, when result is true it will call code inside that brach. So to make it work like you need to just remove jo_is_pad1_key_pressed(JO_KEY_B) && from the IF statement.

I recommend learning some basics of C language before (just simple stuff, IF statements, functions, switch cases, ...), so you can read the code more easily.

EDIT: I forgot, the actual function that starts playing music is jo_audio_play_cd_track(), you can find what it does in joEngine docs.
General Jo Engine Help / How Can I Play CD Track Without a Button?
« Last post by FoxFore_64 on February 09, 2020, 12:39:55 am »
Hello, im Daniel (a Spanish Guy). I Have a Question, How Can i Get CD Audio Track Working Without Pressing a Button? I Watched The Source of The Audio Demo And I Need To Press a The "B" Button, It Doesn't Play The CD Track Automatically. What I Need To Do? Ignore The Vote :|
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