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farbrausch demo tools open source

category: code [glöplog]
player x64 compiling did not work. if i use a werkkzeug 64bit, compiling more than 4 gig are not working. if i do the commandline for packing, it writes out of mem. i have 8 gig ram
added on the 2012-06-06 18:22:05 by _sauron_ _sauron_
patches welcome.
added on the 2012-06-07 09:40:23 by ryg ryg
did the player64 ever work?
added on the 2012-06-07 09:48:21 by _sauron_ _sauron_
patches welcome.
added on the 2012-06-07 12:25:36 by gloom gloom
werkkzeug 64-bit has been in intensive production use over a period of several years. so in general, 64-bit works.

i don't think we've ever tried building anything that uses wz4frlib as 64-bit target, though.
added on the 2012-06-07 17:52:23 by ryg ryg
patches welcome.
added on the 2012-06-08 13:47:48 by xTr1m xTr1m
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added on the 2012-06-09 13:24:17 by harism harism
Quote:
how to switch on the wz4player "share!" option?
_sauron_, try to set ProjectSiteId in the Document Properties.
added on the 2012-06-15 18:00:33 by Sauron Sauron
Actually, look into the player's main.cpp where ProjectSiteId is used, and change the URL to something that's not our FR webpage. You probably want that. :)
added on the 2012-06-15 18:13:12 by kb_ kb_
thx for help you both ... i set
ProjectId = 0;
SiteId = 0;
to 5, but nothing happened to the player.. i just want to show the shares like in fr 63 prod.
added on the 2012-06-15 20:37:02 by _sauron_ _sauron_
hm.. there is no handle called "ProjectSiteId " any ideas to set share options on?
added on the 2012-06-23 17:21:57 by _sauron_ _sauron_
you gotta set it in wz4s demo options and it's checked in the player. there. where you have to change

Code:if (opt.SiteId) { selsetup.Sites[0].IconInt=100; selsetup.Sites[0].URL.PrintF(L"http://www.farbrausch.com/prod.py?which=%d",opt.SiteId); static const sChar *siteids[]={L"birdcage",L"cakefuck",L"diespace",L"rigged",L"stumbleupon"}; for (sInt i=0; i<sCOUNTOF(siteids); i++) { selsetup.Sites[i+1].IconInt=200+i; selsetup.Sites[i+1].URL.PrintF(L"http://www.learntocode.com/share.py?which=%d&site=%s",opt.SiteId,siteids[i]); } }
added on the 2012-06-23 18:45:10 by yumeji yumeji
"cakefuck"?
added on the 2012-06-23 19:20:58 by Gargaj Gargaj
should have called it fakebook or lamebook or what? them industry fuckin' you privacy. while having a coffee break with cake. sure tho could have called the other "flyspace" or something, cause i still see alotta music in there. happy now? :D
added on the 2012-06-23 20:14:23 by yumeji yumeji
is the drug you're taking on wikipedia?
added on the 2012-06-23 22:41:57 by Gargaj Gargaj
lol. yeah... sure... i must be on drugs if i refuse to use all those fine social networks. sure. thanks for judging me. ;)

back to topic...
added on the 2012-06-23 23:17:11 by yumeji yumeji
back to topic?

patches welcome!
added on the 2012-06-24 05:30:50 by ryg ryg
patches welcome!
added on the 2012-06-24 12:10:39 by xTr1m xTr1m
fine sauron, help me port libv2 to x64. and C++.
added on the 2012-06-25 04:59:44 by mudlord mudlord
mudlord, how's that going btw?
added on the 2012-06-25 16:16:54 by raizor raizor
mudlord, why you want to port v2 player to c++? This library is written in assembler for most performance and small size. BTW, player and DXsound output code is written in c++.
added on the 2012-06-28 22:28:59 by Sauron Sauron
easier to maintain / fix ?
added on the 2012-06-28 22:33:14 by Tigrou Tigrou
There is several design flaws with the library. ie: lack of thread safety.
added on the 2012-06-28 23:46:36 by mudlord mudlord
just cause i'm a not a good multithreader. why is it not thread safe? it usually only uses one initialisation and ds locks and renders in a single threaded loop. does the thread affinity mask not handle things like that?
added on the 2012-06-29 00:16:28 by yumeji yumeji
v2mplayer.cpp looks fine.

synth.asm seems to share common structures between instances, and crashes seem to occur directly in there.

This is not a problem when running a demo. It is a problem when you are using libv2 to decode V2M files in audio players that rely on multiple instances of the V2 synth (ie: foobar2000) for different operations like conversions/decoding/ReplayGain scanning, all at the same time.
added on the 2012-06-29 02:45:00 by mudlord mudlord

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