Hugor request/improvement - for RealNC

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Ice Cream Jonsey
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Post by Ice Cream Jonsey » Mon Sep 12, 2016 9:56 pm

Yes, making this a sticky right now.
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Post by Ice Cream Jonsey » Mon Dec 19, 2016 8:07 pm

RealNC wrote:Just finished all new builds:

http://83.212.107.13/~realnc/hugor/icj/Hugor-icj.zip

All builds use the shiny new audio engine, so there's no license problems, no chipmunk speed with some of the MP3s and no horrible audio quality when resampling is needed.

MIDI and Video support is disabled.

All the previous info on how to package the game still applies:

http://www.joltcountry.com/phpBB2/viewt ... ght=#82020
Nikos, is it correct in saying that this is the latest build for Hugor?
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Post by RealNC » Wed Dec 21, 2016 1:05 pm

These builds lack opcode support, but otherwise, they should be fine.

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Post by RealNC » Wed Dec 21, 2016 1:09 pm

Oh, and no MIDI support. So Crimson Spring's MIDI music won't play.

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Post by Ice Cream Jonsey » Tue Dec 27, 2016 9:28 am

Is the MIDI thing something that Hugor won't have? (Not me trying to give you work to do, just asking because I can't find if there was a discussion on it.)
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Post by RealNC » Tue Dec 27, 2016 11:42 pm

I'd need to implement native MIDI for all three platforms. And on Windows it's a deprecated API (but since it's Windows, they'll be providing the API anyway for probably the next 10 years or so.)

The old audio engine is just SDL_mixer, which does implement MIDI for all platforms (and thus Hugor 1.0 has MIDI support), but it has shitty support for non-MIDI stuff. Which is why I wrote a new audio engine.

However, that also means I now need to support MIDI myself, and doing three implementations for each platform is more work. What I want to do is just do MIDI synthesis in the interpreter and ship a soundfont (SF2 file) with it. Which also means it will sound better, and most importantly, will sound exactly the same on all platforms. In Hugor 1.0, MIDI sounds completely different between Windows, Linux and Mac.

I'm also toying with the idea of letting the game use its own soundfont.

Right now, all parts are actually in place. The only thing that's missing is finding a soundfont file that a) sounds good, b) is small (something like 5MB), and c) is redistributable without worrying about copyright infringement.

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Post by RealNC » Tue Dec 27, 2016 11:44 pm

Btw, this is the new audio engine:

https://github.com/realnc/SDL_audiolib

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Post by Ice Cream Jonsey » Sun May 07, 2017 4:30 pm

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