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Yet another sound engine - CocosDenshion
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Steve Oldmeadow  
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(2 users)  More options May 1, 6:02 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Fri, 1 May 2009 03:02:14 -0700 (PDT)
Local: Fri, May 1 2009 6:02 am
Subject: Yet another sound engine - CocosDenshion
I've posted a sound engine I've been working on along with a demo of
how to use it under the files section (see URL below).  The zip file
contains an Xcode project based on cocos2d 0.72RC.

The sound engine is based on OpenAL.  The main differences from the
Aeterius sound engine are:

a) Non positional - just uses a simple pan model and sounds can be
isolated to left or right channels,
b) Allows playback of multiple instances of the same sound with
different pitch, pan and gain settings

It is designed for fast playback of many short sounds, it is not meant
for something like background music.

The license is a bit different to the cocos2d one, if you are
independent it is essentially the same but if you are rich (or working
for someone rich) you must donate some money to the cocos2d iphone
project.

http://groups.google.com/group/cocos2d-iphone-discuss/web/CocosDenshi...


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proca  
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 More options May 1, 7:53 am
From: proca <pabloro...@gmail.com>
Date: Fri, 1 May 2009 04:53:20 -0700 (PDT)
Local: Fri, May 1 2009 7:53 am
Subject: Re: Yet another sound engine - CocosDenshion
Great Steve,

>if you are rich (or working
> for someone rich) you must donate some money to the cocos2d iphone
> project.

I like this. :) I think this must apply to anything done with cocos2d

Regards,

Pablo


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Carpy  
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 More options May 1, 12:33 pm
From: Carpy <javier.dava...@gmail.com>
Date: Fri, 1 May 2009 09:33:21 -0700 (PDT)
Local: Fri, May 1 2009 12:33 pm
Subject: Re: Yet another sound engine - CocosDenshion
Thank you steve <3<3<3<3

Is it faster than the current experimental sound engine in cocos
0.7.2?

On May 1, 7:53 am, proca <pabloro...@gmail.com> wrote:


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Steve Oldmeadow  
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 More options May 1, 9:04 pm
From: Steve Oldmeadow <st...@smoco.com>
Date: Fri, 1 May 2009 18:04:48 -0700 (PDT)
Local: Fri, May 1 2009 9:04 pm
Subject: Re: Yet another sound engine - CocosDenshion
On May 2, 12:33 am, Carpy <javier.dava...@gmail.com> wrote:

> Thank you steve <3<3<3<3

> Is it faster than the current experimental sound engine in cocos
> 0.7.2?

I don't think there is any noticeable difference in speed.  The main
problem with the experimental sound engine for me was single sound
playback - in technical terms it ties a sound source to a single
buffer.  The Denshion engine allows a source to use any buffer so you
can have up to 32 voices playing back the same sound all with
different pitch, pan and gain settings if you want.

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Carpy  
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 More options May 1, 11:51 pm
From: Carpy <javier.dava...@gmail.com>
Date: Fri, 1 May 2009 20:51:49 -0700 (PDT)
Local: Fri, May 1 2009 11:51 pm
Subject: Re: Yet another sound engine - CocosDenshion
Yeah that sucks about it. but i commented out the part where it only
allows one sound to play and it kinda works fine. My problem with it
right now is that it's only playing a certain kind of wav formats. i
haven't played around with it but its working at 44k hz and its a
little bit too much for me, i want to use less memory to store my
sounds. Trying to get my .app to be less than 10 megs so it can be
downloaded over 3g.

On May 1, 9:04 pm, Steve Oldmeadow <st...@smoco.com> wrote:


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Steve Oldmeadow  
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 More options May 2, 2:12 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Fri, 1 May 2009 23:12:33 -0700 (PDT)
Local: Sat, May 2 2009 2:12 am
Subject: Re: Yet another sound engine - CocosDenshion
The Aeterius sound engine allows Ogg Vorbis files to be loaded, there
was an issue with them but Riq fixed it.  Both the Aeterius and
Denshion engines should work with wave files with lower sample rates
than 44kHz.  I did some testing with as low as 11025.  You can use
8bit wave files with Denshion but there is a bug with the way the
iPhone handles 8bit wave files which results in a clicking noise at
the end of playback so they are not recommended.

Also don't forget to use mono sounds unless you need stereo - that
will cut your file size in half.


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Fraggle  
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 More options May 11, 2:15 pm
From: Fraggle <sfl...@gmail.com>
Date: Mon, 11 May 2009 11:15:53 -0700 (PDT)
Local: Mon, May 11 2009 2:15 pm
Subject: Re: Yet another sound engine - CocosDenshion
If anyone else (beside me) has an issue when compiling the example
(linking errors with OpenAL), check out this post:
http://fraggle.squarespace.com/blog/2009/5/11/iphone-sdk-gotchas-1.html

Sebastien

On 2 mai, 08:12, Steve Oldmeadow <st...@smoco.com> wrote:


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Leto  
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 More options May 18, 5:58 pm
From: Leto <kau...@gmail.com>
Date: Tue, 19 May 2009 07:58:11 +1000
Local: Mon, May 18 2009 5:58 pm
Subject: Re: [cocos2d-iphone] Re: Yet another sound engine - CocosDenshion

Thanks for this, Steve!  I had a play with it last night and it seems really
good.  Haven't delved into sounds yet so this was nice and easy.  I just
need to investigate what formats are available because I could only seem to
get WAVs to load.

Cheers
--Leto


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Steve Oldmeadow  
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 More options May 18, 10:33 pm
From: Steve Oldmeadow <st...@smoco.com>
Date: Mon, 18 May 2009 19:33:43 -0700 (PDT)
Local: Mon, May 18 2009 10:33 pm
Subject: Re: Yet another sound engine - CocosDenshion
At the moment it only supports 8 and 16 bit little endian PCM in
stereo and mono.  Wave and caf files in that format should work.
Those are the only formats OpenAL on the iPhone can play.  I don't
recommend 8 bit though as there are some nasty audio artifacts at the
end of playback (known bug on the device).

I am using AVAudioPlayer for mp3 playback in conjunction with the
Denshion engine and that works well.

The only advantage of using compressed formats with Denshion would be
reduced package download size but at the cost of reduced sound quality
and increased load times.  I do plan to eventually support loading
buffers from Ogg and IMA4 but it is not a high priority for me at the
moment.

Another advantage of Denshion, that I recently realised, is that it
will support more than 32 sounds.  There is a limit of 32 simultaneous
sources (or voices) on the device.  If you bind the buffers (sound
data) to a single source then that limits you to 32 sounds.  With
Denshion you can have as many sounds as the memory can load and play
back up to 32 of them simultaneously.


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Fraggle  
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 More options May 19, 12:37 am
From: Fraggle <sfl...@gmail.com>
Date: Mon, 18 May 2009 21:37:11 -0700 (PDT)
Local: Tues, May 19 2009 12:37 am
Subject: Re: Yet another sound engine - CocosDenshion
Denshion is great, I integrated it in a matter of minutes in my game.

I was wondering if you have any idea why sometime, the first time a
sound is played, it will do a slight pause (less than a sec, but
still) ?
My understanding is that the sound was pre-loaded as soon as possible?

Seb

On 19 mai, 04:33, Steve Oldmeadow <st...@smoco.com> wrote:


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Steve Oldmeadow  
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 More options May 19, 12:56 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Mon, 18 May 2009 21:56:51 -0700 (PDT)
Local: Tues, May 19 2009 12:56 am
Subject: Re: Yet another sound engine - CocosDenshion
I haven't seen this happen.  Can you give me more details?  What
device?  Does it happen for every sound the first time it is played or
only the first sound that is played?

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Patrick Otten  
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 More options May 24, 5:54 pm
From: Patrick Otten <phato...@gmail.com>
Date: Sun, 24 May 2009 14:54:24 -0700 (PDT)
Local: Sun, May 24 2009 5:54 pm
Subject: Re: Yet another sound engine - CocosDenshion
Has anyone else experienced the problem when the device is shutoff in
the middle of the game and then turned back on, the sounds don't work
anymore?

On May 18, 9:56 pm, Steve Oldmeadow <st...@smoco.com> wrote:


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Joao Caxaria  
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 More options May 24, 8:55 pm
From: Joao Caxaria <caxa...@gmail.com>
Date: Mon, 25 May 2009 01:55:56 +0100
Local: Sun, May 24 2009 8:55 pm
Subject: Re: [cocos2d-iphone] Re: Yet another sound engine - CocosDenshion

What are you using to play sounds?


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Steve Oldmeadow  
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 More options May 24, 10:08 pm
From: Steve Oldmeadow <st...@smoco.com>
Date: Sun, 24 May 2009 19:08:18 -0700 (PDT)
Local: Sun, May 24 2009 10:08 pm
Subject: Re: Yet another sound engine - CocosDenshion
There is nothing in Denshion to automatically handle device
interruption and shut down.  The following thread may be of interest.

http://groups.google.com/group/cocos2d-iphone-discuss/browse_frm/thre...


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Steve Oldmeadow  
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 More options May 25, 4:26 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Mon, 25 May 2009 01:26:37 -0700 (PDT)
Local: Mon, May 25 2009 4:26 am
Subject: Re: Yet another sound engine - CocosDenshion
I'm currently implementing the code Andy posted so that the sound
engine will handle interruption and resumption.  I will release a 1.1
of CocosDenshion when I'm done.

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Patrick Otten  
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 More options May 25, 12:13 pm
From: Patrick Otten <phato...@gmail.com>
Date: Mon, 25 May 2009 09:13:49 -0700 (PDT)
Local: Mon, May 25 2009 12:13 pm
Subject: Re: Yet another sound engine - CocosDenshion
awesome, thanks steve.  love denshion btw.

On May 25, 1:26 am, Steve Oldmeadow <st...@smoco.com> wrote:


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Patrick Otten  
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 More options May 25, 12:51 pm
From: Patrick Otten <phato...@gmail.com>
Date: Mon, 25 May 2009 09:51:10 -0700 (PDT)
Local: Mon, May 25 2009 12:51 pm
Subject: Re: Yet another sound engine - CocosDenshion
I posted over in that thread, but basically, I implemented the code,
but after the first sound fires, no sounds after that get called. ugh,
I'm no audio guy.

On May 25, 9:13 am, Patrick Otten <phato...@gmail.com> wrote:


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Steve Oldmeadow  
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 More options May 25, 9:28 pm
From: Steve Oldmeadow <st...@smoco.com>
Date: Mon, 25 May 2009 18:28:28 -0700 (PDT)
Local: Mon, May 25 2009 9:28 pm
Subject: Re: Yet another sound engine - CocosDenshion
Patrick (and all future Denshion bug posters) it would be a great help
if you can tell me what device, what firmware and whether the device
is standard or jailbroken when reporting issues.  Also if an issue
occurs it would be handy to know the values of the functioning and
lastError properties of the CDSoundEngine instance.

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Steve Oldmeadow  
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 More options May 26, 4:42 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Tue, 26 May 2009 01:42:36 -0700 (PDT)
Local: Tues, May 26 2009 4:42 am
Subject: Re: Yet another sound engine - CocosDenshion
I've placed an updated version of CocosDenshion in the files area.
Basically it handles audio session interruption using the code posted
by Andy Fitter and Ben Britten.  Many thanks to Andy for researching
this, it is a very tricky area that I'm sure many apps do not get
right (I tested Pocket God and Sway and neither handled it).  If you
want to test if your app handles audio session interruption use the
clock to set an alarm to go off while you are playing your game.  If
you lose audio after the alarm goes off then you are not handling
audio session interruption.

@Patrick.  I don't think your problem is caused by audio session
interruption though.  Powering off the device does not trigger an
audio session interruption.  I'm guessing you are testing on the 3.0
beta since you just released a game?  I'm not seeing the behavior you
describe on a 2.2.1 iPod Touch so I'm guessing it may be a problem
with the 3.0 beta.  Unfortunately I don't have a 3.0 device to test on
so can't help at the moment.

http://cocos2d-iphone-discuss.googlegroups.com/web/CocosDenshionSound...


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Steve Oldmeadow  
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 More options May 26, 4:50 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Tue, 26 May 2009 01:50:18 -0700 (PDT)
Local: Tues, May 26 2009 4:50 am
Subject: Re: Yet another sound engine - CocosDenshion
... oops.  Forgot to mention what to do if you want CocosDenshion to
automatically handle audio session interruption for you.

Basically if you initialise the sound engine and pass it an audio
session category as in the following:

soundEngine = [[CDSoundEngine alloc] init:channelGroups
channelGroupTotal:channelGroupCount
audioSessionCategory:kAudioSessionCategory_AmbientSound];

then the sound engine will automatically handle audio session
interruption for you.

If you are using another api (such as AVAudioPlayer) in addition to
CocosDenshion then you will need to handle audio session interruption
yourself and stop and resume the other api as well as OpenAL.  You can
look at how Denshion handles things to work out what needs to be
done.  In this case you don't pass in an audioSessionCategory when you
initialise the sound engine.


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Andy Fitter  
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 More options May 26, 4:57 am
From: Andy Fitter <andyfit...@gmail.com>
Date: Tue, 26 May 2009 09:57:07 +0100
Local: Tues, May 26 2009 4:57 am
Subject: Re: [cocos2d-iphone] Re: Yet another sound engine - CocosDenshion
Also, it seems that if you're using MPMoviePlayerController, you need to
manually pause and resume your sound either side of the movie - It didn't
seem to happen automatically.

Andy.

On 26/05/2009 09:50, "Steve Oldmeadow" <st...@smoco.com> wrote:


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riq  
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 More options May 26, 5:08 am
From: riq <ricardoques...@gmail.com>
Date: Tue, 26 May 2009 11:08:49 +0200
Local: Tues, May 26 2009 5:08 am
Subject: Re: [cocos2d-iphone] Re: Yet another sound engine - CocosDenshion
Steve,

Would you be interested in that Denshion ships within cocos2d ?
If so, could you commit the Denshion engine in
experimental/sound-engine-denshion ?
And also could you commit the example ?

Thanks,

riq.

--
http://blog.sapusmedia.com
http://monodiario.blogspot.com


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Steve Oldmeadow  
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 More options May 26, 5:36 am
From: Steve Oldmeadow <st...@smoco.com>
Date: Tue, 26 May 2009 02:36:37 -0700 (PDT)
Local: Tues, May 26 2009 5:36 am
Subject: Re: Yet another sound engine - CocosDenshion
I only really separated it because I wanted it to have a different
license.  Basically, I thought it was bs that apps were using cocos2d
and not acknowledging it within the app (like Tic Tac).  I also didn't
want the sound engine to get used in other engines or by non
independent developers without them acknowledging cocos2d and,
hopefully, donating some money to cocos2d (if they are rich).

If you are happy for it to go in the main source tree with those
restrictions then I'll add it in.


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riq  
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 More options May 26, 6:07 am
From: riq <ricardoques...@gmail.com>
Date: Tue, 26 May 2009 12:07:54 +0200
Local: Tues, May 26 2009 6:07 am
Subject: Re: [cocos2d-iphone] Re: Yet another sound engine - CocosDenshion

> If you are happy for it to go in the main source tree with those
> restrictions then I'll add it in.

yes, sure.
The idea would be to add another license file in root, like:
LICENSE.denshion

that contains the Denshion license.

thanks,

riq.

--
http://blog.sapusmedia.com
http://monodiario.blogspot.com


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Joćo Caxaria  
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 More options May 26, 12:00 pm
From: Joćo Caxaria <caxa...@gmail.com>
Date: Tue, 26 May 2009 09:00:29 -0700 (PDT)
Local: Tues, May 26 2009 12:00 pm
Subject: Re: Yet another sound engine - CocosDenshion
Hi Steve,

I've been playing around with your sound engine but I can't seem to
find how to release a previously loaded sound, except to load a new
one using the same id.

Would it make sense to have a new method to allow us to renew the
buffer, without having to load a new sound into it, refactoring the
code from the loadBuffer method?

Thanks,
Joćo

On May 1, 11:02 am, Steve Oldmeadow <st...@smoco.com> wrote:


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