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From: P S. <pjs...@un...> - 2002-08-15 19:35:00
|
Who is interested in doing the sourceforge webpage for us? Chris told me = that Scott and EvilSpaceLord were interested, anyone else? |
From: Serge v. d. B. <sv...@st...> - 2002-08-15 04:47:26
|
Here's a little additional code to help you find and skip corrupt frames. (see lines 100-113) If you need any more information, ask me tomorrow; I'm going to bed. (Or I could do it tomorrow) Meep-Eep |
From: Serge v. d. B. <sv...@st...> - 2002-08-15 01:15:43
|
Hi, I've made a convertor which is able to translate all pure 11025Hz .abx files to .wav. It's very likely that this will be enough. If not, let me know, and I'll make it more sophisticated. The convertor is attached to this mail. Greetings, Meep-Eep |
From: Chris N. <ch...@to...> - 2002-08-14 21:24:45
|
http://people.bu.edu/chrisn1/strlib.h http://people.bu.edu/chrisn1/memlib.h -Chris |
From: Chris N. <ch...@to...> - 2002-08-14 21:10:09
|
Here's the .h files which unc.c #includes: http://people.bu.edu/chrisn1/fastf.h http://people.bu.edu/chrisn1/reslib.h http://people.bu.edu/chrisn1/sndlib.h http://people.bu.edu/chrisn1/timlib.h http://people.bu.edu/chrisn1/uc.h -Chris On Wed, 2002-08-14 at 13:59, Chris Nelson wrote: Hello, all! Although I had planned to wait 'till Friday, to write a complete introduction to the project, and give a nice little outline of what work remains to be done, there's a quick assignment that I'd like to post, first... In short, we don't have the original audio files for the voices. We do, however, have them in .abx format, which I believe is (yet another) format that's specific to the 3DO. Also, we have a .c file which I believe decodes abx files, though it doesn't save them to .wavs, or any other nice format (.wavs actually are the best format for these). So, this is a pretty simple problem: just modify the program to save a .wav file to disk. The program should be executable from a console, taking abx filenames as arguments. Here's the .c file: http://people.bu.edu/chrisn1/unc.c Here's a sample .abx file (let me know if you need more): http://people.bu.edu/chrisn1/slylandro.abx Feel free to use #sc2 on irc.openprojects.net for realtime interaction. Otherwise, don't hesitate to post questions to the list. I'll try to be available on irc, though I might be away for long periods of time. Good luck! -Chris |
From: Chris N. <ch...@to...> - 2002-08-14 19:52:55
|
> Could you post any other .abx files please? Sure. http://people.bu.edu/chrisn1/chmmr.abx http://people.bu.edu/chrisn1/commander.abx http://people.bu.edu/chrisn1/druuge.abx http://people.bu.edu/chrisn1/ilwrath.abx http://people.bu.edu/chrisn1/melnorme.abx http://people.bu.edu/chrisn1/mycon.abx These ones are among the smallest. Let me know if you need any more. -Chris On Wed, 2002-08-14 at 15:39, P Spychala wrote: Could you post any other .abx files please? ----- Original Message ----- From: Chris Nelson To: sc2...@li... Sent: Wednesday, August 14, 2002 1:59 PM Subject: [Sc2-devel] 1st Assignment! Hello, all! Although I had planned to wait 'till Friday, to write a complete introduction to the project, and give a nice little outline of what work remains to be done, there's a quick assignment that I'd like to post, first... In short, we don't have the original audio files for the voices. We do, however, have them in .abx format, which I believe is (yet another) format that's specific to the 3DO. Also, we have a .c file which I believe decodes abx files, though it doesn't save them to .wavs, or any other nice format (.wavs actually are the best format for these). So, this is a pretty simple problem: just modify the program to save a .wav file to disk. The program should be executable from a console, taking abx filenames as arguments. Here's the .c file: http://people.bu.edu/chrisn1/unc.c Here's a sample .abx file (let me know if you need more): http://people.bu.edu/chrisn1/slylandro.abx Feel free to use #sc2 on irc.openprojects.net for realtime interaction. Otherwise, don't hesitate to post questions to the list. I'll try to be available on irc, though I might be away for long periods of time. Good luck! -Chris |
From: Chris N. <ch...@to...> - 2002-08-14 19:39:21
|
Okay, so I thought about this over lunch, and I figured out a solution to the problem of playing sound effects from positions other than the beginning of the sample: Mix_Chunk's look like this: typedef struct { int allocated; Uint8 *abuf; Uint32 alen; Uint8 volume; /* Per-sample volume, 0-128 */ } Mix_Chunk; So, all we need to do is create a new Mix_Chunk, and set a few values: allocated=false; volume=original->volume; alen=original->alen - NumberOfSamplesWeAreSkipping; //Of course, taking into account the bitrate. abuf=&original->abuf[NumberOfSamplesWeAreSkipping]; After that, we just tell SDL_mixer to play our new Mix_Chunk, and then immeadiately delete it (we don't need to wait for the sound effect to finish, I believe). There really should be a function in the API to allow for an easier way to do this. Perhaps one of us should submit a patch to them? And I'm fairly confident that the solution I proposed to the second problem will work. If anybody wants to test it, go for it, but I'll be testing it soon enough. -Chris (BTW, can you guys post to this list, or do I need to modify permissions? Can somebody just post a test message?) On Wed, 2002-08-14 at 07:32, Chris Nelson wrote: SDL_mixer appears to lack some functionality that we need. Specifically, we need to be able to start playing a sound effect at places other than the beginning of the sound effect. This is necessary in order to implement the rewind / fast-forward functions in conversation, for voices. Also, we need a function which will determine the length of a sound effect (Mix_Chunk), in milliseconds. Mix_Chunk->alen tells us the length in bytes, but we aren't given any direct way to determine the sampling rate, or the bits per sample (or stereo vs mono). SDL_mixer might convert each sound effect to the audio output format, when it loads a wav... This would make sense. In this case, it would be easy to use Mix_Chunk->alen to detemine a sound effect's length, in conjunction with Mix_QuerySpec(). Can somebody please verify this, or even write such a function? This website has documentation for SDL_mixer: http://jcatki.no-ip.org/SDL_mixer/SDL_mixer_frame.html Thanks. -Chris |
From: P S. <pjs...@un...> - 2002-08-14 19:39:18
|
Could you post any other .abx files please? ----- Original Message -----=20 From: Chris Nelson=20 To: sc2...@li...=20 Sent: Wednesday, August 14, 2002 1:59 PM Subject: [Sc2-devel] 1st Assignment! Hello, all! Although I had planned to wait 'till Friday, to write a complete = introduction to the project, and give a nice little outline of what work = remains to be done, there's a quick assignment that I'd like to post, = first... In short, we don't have the original audio files for the voices. We = do, however, have them in .abx format, which I believe is (yet another) = format that's specific to the 3DO. Also, we have a .c file which I = believe decodes abx files, though it doesn't save them to .wavs, or any = other nice format (.wavs actually are the best format for these). So, = this is a pretty simple problem: just modify the program to save a .wav = file to disk. The program should be executable from a console, taking = abx filenames as arguments. Here's the .c file: http://people.bu.edu/chrisn1/unc.c Here's a sample .abx file (let me know if you need more): http://people.bu.edu/chrisn1/slylandro.abx Feel free to use #sc2 on irc.openprojects.net for realtime = interaction. Otherwise, don't hesitate to post questions to the list. = I'll try to be available on irc, though I might be away for long periods = of time. Good luck! -Chris |
From: Chris N. <ch...@to...> - 2002-08-14 18:34:18
|
SDL_mixer appears to lack some functionality that we need. Specifically, we need to be able to start playing a sound effect at places other than the beginning of the sound effect. This is necessary in order to implement the rewind / fast-forward functions in conversation, for voices. Also, we need a function which will determine the length of a sound effect (Mix_Chunk), in milliseconds. Mix_Chunk->alen tells us the length in bytes, but we aren't given any direct way to determine the sampling rate, or the bits per sample (or stereo vs mono). SDL_mixer might convert each sound effect to the audio output format, when it loads a wav... This would make sense. In this case, it would be easy to use Mix_Chunk->alen to detemine a sound effect's length, in conjunction with Mix_QuerySpec(). Can somebody please verify this, or even write such a function? This website has documentation for SDL_mixer: http://jcatki.no-ip.org/SDL_mixer/SDL_mixer_frame.html Thanks. -Chris |
From: Chris N. <ch...@to...> - 2002-08-14 17:59:14
|
Hello, all! Although I had planned to wait 'till Friday, to write a complete = introduction to the project, and give a nice little outline of what work = remains to be done, there's a quick assignment that I'd like to post, = first... In short, we don't have the original audio files for the voices. We do, = however, have them in .abx format, which I believe is (yet another) = format that's specific to the 3DO. Also, we have a .c file which I = believe decodes abx files, though it doesn't save them to .wavs, or any = other nice format (.wavs actually are the best format for these). So, = this is a pretty simple problem: just modify the program to save a .wav = file to disk. The program should be executable from a console, taking = abx filenames as arguments. Here's the .c file: http://people.bu.edu/chrisn1/unc.c Here's a sample .abx file (let me know if you need more): http://people.bu.edu/chrisn1/slylandro.abx Feel free to use #sc2 on irc.openprojects.net for realtime interaction. = Otherwise, don't hesitate to post questions to the list. I'll try to be = available on irc, though I might be away for long periods of time. Good luck! -Chris |
From: Chris N. <ch...@to...> - 2002-08-13 18:02:46
|
Just testing the list... Ignore this. |
From: Chris N. <ch...@to...> - 2002-08-13 17:34:57
|
Umm... First post, I guess? |