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 11 
 on: 2020-03-29 21:34:05 
Started by mosgrom2 - Last post by mosgrom2
hmmm, AudioCue does look actually like the one I wanted to use but I couldn't find it anymore for some reason. I had this idea of using a library for over a year but couldn't remember what the library was called. All I could find in my browsing history was tinysound but it didn't mention putting separate playbacks through as single mixer. So I was like: "Hmm must have made that up" and started using Tinysound. Now I see audiocue has that line about consolidating several cues through on single mixer...I think that's actually the one I was thinking of.
Anyway I'm a bit done with the linux and audio for probably a good while. It was a real pain in the ass to me (build, character-encoding, file-permissions and a million other little things) and it probably will give me hardly any extra sales but a lot more support tickets. Tongue

 12 
 on: 2020-03-29 21:17:04 
Started by mosgrom2 - Last post by mosgrom2
@gouessej
Hi gouessej I just finished integrating Tinysound into my game so I don't have the morale at the moment to now try and integrate another one but thanks for the tip anyway. Maybe in a few months I will give it try.

@philfrei
There are others who experience it just search "tinysound linux crackle" on google. I'm playing a music track and an engine sound and sometimes an ambient sound. Then there's all kinds of little sounds like for buttons or certain events that occur throughout the game. All come from .wav files. Looking at the Tinysound source it already does it's thing on a MAX_PRIORITY Thread.
Anyway, as with the above I'm a bit run-down on the whole getting the Linux version to work at the moment so thanks for the suggestion of using AudioCue. Maybe once I get my motivation for this back I will look at it.

Thanks a lot for the replies!

 13 
 on: 2020-03-29 17:28:27 
Started by KaiHH - Last post by ral0r2
A bit off topic but do I need to enable healthchecks for my maven repository to display usages for example here?

https://mvnrepository.com/artifact/org.joml/joml

I never figured out to enable healthchecks without downloading the nexusrepository software to my pc.

 14 
 on: 2020-03-29 11:55:40 
Started by KaiHH - Last post by KaiHH
Nope. And once in a while my neglectfulness of writing unit tests bites back. Smiley

 15 
 on: 2020-03-29 11:48:17 
Started by KaiHH - Last post by princec
Blimey that's a bit of a corker of a bug! There not a unit test covering it?

Cas Smiley

 16 
 on: 2020-03-29 09:04:04 
Started by KaiHH - Last post by KaiHH
Release notes: https://github.com/JOML-CI/JOML/releases/tag/1.9.23
Download via:
- https://github.com/JOML-CI/JOML/releases/tag/1.9.23 ("Assets" section below)
- https://repo1.maven.org/maven2/org/joml/joml/1.9.23/
- https://www.lwjgl.org/customize ("Addons" section)

The version 1.9.21 introduced two known bugs:
- Vector3f/4f.rotateX/rotateY/rotateZ() and Vector3f.cross() (fixed in 1.9.22)
- Matrix4.transpose() (fixed in 1.9.23)

 17 
 on: 2020-03-28 20:07:58 
Started by mosgrom2 - Last post by gouessej
Hello

You can use Paul Lamb 3D Sound System, it has several plug-ins including one relying on Java Sound and another one relying on JOAL.

 18 
 on: 2020-03-28 17:47:59 
Started by mosgrom2 - Last post by philfrei
I've not heard of complaints about TinySound on Linux. AFAIK, it is pretty solid.

Could you say something about how many and what type of sounds you are playing at once and if they are compressed or not?

Since there are dropouts, maybe try giving your sound thread MAX_PRIORITY. The cycles needed to process audio are usually far quicker than the time needed to play it, so the thread spends most of its time in a blocked state. Even with a priority level of 10, the cpu usually has enough time to handle the rest of the game.

You are welcome to try AudioCue as a work-around. I am staying active here at java-gaming.org and will be available (and motivated!) to work with you if problems arise.

 19 
 on: 2020-03-28 13:46:41 
Started by mosgrom2 - Last post by mosgrom2
Hi,

I have recently added the option to use TinySound instead of my own sound-system in my game because I couldn't get sound to work right on Linux (because of limitations of how many lines can be open at the same time on Linux? I think?) anyway my own system works fine on Windows but to make my game available for Linux there's now the option to use TinySound. However TinySound seems to have a big drawback that my system doesn't seem to have: When there's a lot of processing (or maybe because of Garbage collection pauses (not sure)) TinySound music occasionally stutters for a moment or pops. It also seems to happen just randomly occasionally (I'm guessing because of garbage collection). I use the ParallelGC garbage-collector. And for the music and looping sounds I use TinySound non-streaming version of music (MemMusic?).

Is this just something you have to live with, with TinySound or anybody any insight of what could be wrong?

 20 
 on: 2020-03-26 19:12:48 
Started by philfrei - Last post by philfrei
Could be fun to play around with: Writing a WebSocket server in Java

I came across this in an email from MDN, which had a link to the following glitch projects.

Quote
Enjoy a new websockets learning toy

Want to learn more about how and why to use websockets? Potch is a longtime Mozillian and frequent Hacks Blog contributor. He has created five Glitch projects to help you.

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