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SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 01, 2020, 11:16:45 PM »
Sure, no problem! Thank you both for all the help!
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SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Collector on July 01, 2020, 10:57:16 PM »
Yes, in order to not have sciAudio become a zombie task upon game exit, there is a thread that is periodically looking for a known application running (RUN or SCIV?), if it doesn't find it running it kills itself.

An INI or config file makes sense.  I'm kicking myself for not considering that, I think it's hard-coded in the application itself.

I remember when this first came up and the solution. I was looking through the code earlier to refresh my memory of the fix.

Agree that its own ini is best. The game.ini is more for Companion and may not necessarily be distributed with the game unless it includes the source. If the user selects the sciAudio template I can have Publisher make the entry in the new ini. Don't think that Companion should be changed to accommodate this. Not sure how many new sciAudio games we will get with SCI1.1 being available unless someone really wants the SCI0 graphics.

Doan, give me a little time and I will make adjustments to Publisher to add the EXE name to the sciAudio ini.
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SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 01, 2020, 10:42:51 PM »
New version attached here and also put all this code into a git repo, apparently it wasn't before:  https://bitbucket.org/nellisjp/sciaudio/

Now there is an sciAudio.ini file (needs to be in the sciAudio subdirectory of your game) that is read in and used for monitoring a list of (5) possible applications to monitor to determine when to kill sciAudio.  It's a bit hacky, and 5 applications might be overkill but it gives a little flexibility and is backward-compatible with the previous versions which monitored either 'RUN', 'DosBox' or 'ntvdm'.  I also improved the logging around all of this so it's a bit easier to troubleshoot.

Here's what the included INI file looks like, modify it to suit your needs:

Code: [Select]
[sciAudio]
GameExecutableName1=RUN
GameExecutableName2=DOSBox
GameExecutableName3=ntvdm
GameExecutableName4=
GameExecutableName5=

Fast work! Thanks for the update!
4
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by gumby on July 01, 2020, 10:34:40 PM »
New version attached here and also put all this code into a git repo, apparently it wasn't before:  https://bitbucket.org/nellisjp/sciaudio/

Now there is an sciAudio.ini file (needs to be in the sciAudio subdirectory of your game) that is read in and used for monitoring a list of (5) possible applications to monitor to determine when to kill sciAudio.  It's a bit hacky, and 5 applications might be overkill but it gives a little flexibility and is backward-compatible with the previous versions which monitored either 'RUN', 'DosBox' or 'ntvdm'.  I also improved the logging around all of this so it's a bit easier to troubleshoot.

Here's what the included INI file looks like, modify it to suit your needs:

Code: [Select]
[sciAudio]
GameExecutableName1=RUN
GameExecutableName2=DOSBox
GameExecutableName3=ntvdm
GameExecutableName4=
GameExecutableName5=
5
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by gumby on July 01, 2020, 09:19:56 PM »
Changed my mind, I'll have read it's own sciAudio.ini file in the same directory as the executable.  Keeps things clean/unpolluted.
6
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by gumby on July 01, 2020, 08:31:34 PM »
I'm looking into making the changes now.  Would it work/make sense to put another section in the game.ini file for this?  Input welcome.
7
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Doan Sephim on July 01, 2020, 08:09:49 PM »
Yes, in order to not have sciAudio become a zombie task upon game exit, there is a thread that is periodically looking for a known application running (RUN or SCIV?), if it doesn't find it running it kills itself.

An INI or config file makes sense.  I'm kicking myself for not considering that, I think it's hard-coded in the application itself.

How do you think I should proceed at this point?

EDIT:
Yup, after installing, if I change the name of the executable "Betrayed Alliance" to "RUN" sciAudio works.
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SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by gumby on July 01, 2020, 08:00:04 PM »
Yes, in order to not have sciAudio become a zombie task upon game exit, there is a thread that is periodically looking for a known application running (RUN or SCIV?), if it doesn't find it running it kills itself.

An INI or config file makes sense.  I'm kicking myself for not considering that, I think it's hard-coded in the application itself.
9
SCI Development Tools / Re: sciAudio - a new way to put sound in your games!
« Last post by Collector on July 01, 2020, 04:08:46 PM »
In trying to track down why Doan's installer broke the sciAudio I found an issue with the program. At first I thought it was a bug in the Publisher plugin, but it turned out that by changing the name of the launcher from 'RUN' to the game's name was causing sciAudio to prematurely exit, so no sound. I have been mulling over solutions, but some of them seem more like workarounds or hacks.

It seems like the best way would be to get sciAudio to look for the launcher regardless of the file name. Easy enough to change the sciAudio source to look for a different specific name than RUN, but that would require the user to edit and then recompile the program. I would rather not have to have the user to install VS if they do not already have installed. Perhaps have it look for an INI file with the game's launcher?

Any other ideas?
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SCI Syntax Help / Re: Sierra Script Conversion Issues
« Last post by Kawa on June 29, 2020, 10:43:01 AM »
Smells like the latter possibility, then 🤔
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