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Audio > NMOD with Devkit ARM (solved)

#26076 - Lord Graga - Mon Sep 06, 2004 10:22 pm

Heya. I have tried to make the latest public gba release of NMOD (1.3c) work with DevkitARM. My test binary runs perfect, but there is no sound.

Here is what I have done:

- nmod.s has been compiled into the project with -mthumb-interwork
- I have removed the "extern "C""'s from nmodgcc.h because my project is in C, not C++.
- I have added the IWRAM_CODE attribute to NMOD_Timer1iRQ
- I have set volume and inited the interupt
- I used the standard DKARM crt0 and lnkscript.

Have anybody got a recent example of how to incorporate nmod into your DKARM project?

EDIT: This has been solved.

Cause for malfunction: Broken binary converter.


Now all that's left is a little flickering in the HBlank Interrupts (gah!). Oh well, I guess that it's a question about that, and then not as good sound quality (FRAS didn't play the MOD very well).

#26087 - NEiM0D - Tue Sep 07, 2004 5:09 pm

It's because the public releases do not update the audio buffers during vblank interrupt, but during timer interrupt.

#26088 - Lord Graga - Tue Sep 07, 2004 5:11 pm

NEiM0D wrote:
It's because the public releases do not update the audio buffers during vblank interrupt, but during timer interrupt.
Yes, I am aware. I wish there was a way to do it so that it didn't flicker, but, whatever, it's a cool player anyway.