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Audio > Krawall

#58189 - thegamefreak0134 - Fri Oct 21, 2005 3:52 pm

Where can I go to download the freeware version of Krawall? I can't seem to find it on the net anywhere even though it's mentioned in several documentations...
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#58203 - kusma - Fri Oct 21, 2005 4:23 pm

http://synk.at/krawall/Krawall%20Free%20SDK%20November%202002.zip

#58556 - thegamefreak0134 - Mon Oct 24, 2005 4:28 pm

I'm having very serious issues here. I'm more familiar with visual studio and not really keen on the whole command prompt thing unless I know the program. Where do I need to put stuff and how do I need to write a .bat file that will actually let me compile the Krawall example? I am using DevKitAdv. I'm mainly unsure of how to link thinks from within a batch file. Help here would be greatly appreciated. I figure if I can get the example to compile it won't be that difficult to start working with my own code. Thanks a bunch in advance!

PS: the best response to this question would include where i need to put the krawall include files and such and the text contents of a batch file. Thanks!
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#58646 - headspin - Tue Oct 25, 2005 1:43 am

Check out the link in my sig
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#58834 - thegamefreak0134 - Wed Oct 26, 2005 4:49 pm

Thank you headspin. I finally got the silly thing to compile. Now I'm having more issues. I tried to substitute my own .s3m file replacing the one you included just to see exactly how I would have to do this, and although it compiled fine, the resulting file played nothing. The sfx worked fine, there was just no music. Whats the deal?

I suspect I have to change some names and things in the Main.c (actually I think it's "tutor.c") to get krawall to look at my file and not yours. Can you give me a list of the things I have to put in myself that are file specific?

There's also the slight possibility that my Mod Tracker is not converting properly from MIDI to s3m. It plays fine in the tracker, even after closing and reopening, and it plays your file fine as well, so I'm not so sure this is the problem. (Yes, I must use MIDI, because I can compose actual notes in my MIDI composer rather than using rows, which get really confusing. I'm perfectly willing to accept any conversion differences at this point.)

Thanks for your help so far. I think I'm getting a fair grasp on this, I just need to figure out how to implement my own files and I'll have it down.

BTW, Whats with the blue line in the demo? Is that just a demonstration of sorts?
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#58905 - gauauu - Thu Oct 27, 2005 2:53 am

After you do the conversion of your s3m to krawall's format, make sure that you have a new "modules.h" with the name of your s3m in it. Make sure you include that, and refer to the song by that name.

If modules.h doesn't have the name of your song, then the conversion didn't work properly.

#58906 - ScottLininger - Thu Oct 27, 2005 3:23 am

Another possibility is that your converter isn't creating 8-bit mono samples when it generates your s3m. If I remember right, Krawall will simply ignore samples that aren't of that format. So if you're dumping out stereo or 16-bit samples, that could be the trouble.

Your SFX might be the correct format, which would explain why they're working but not the music.

-Scott

#58909 - tepples - Thu Oct 27, 2005 4:09 am

In Modplug Tracker, you can convert all your file's samples to 8-bit mono.
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#58940 - thegamefreak0134 - Thu Oct 27, 2005 1:43 pm

OK, I'll try all of that. It handles my sample names on it's own, right? (unless of course I want to use them as sfx?)
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#59030 - gauauu - Fri Oct 28, 2005 5:54 am

Quote:
It handles my sample names on it's own, right?


Generally, yes, although I've run into problems with that before also. Krawall barfed once when my sample name included some non-alphanumeric characters. (although I had other problems with my samples at the time, so it's possible that really something else was causing the issue)

Either way, if you are having trouble, I'd recommend keeping the names simple.

#59067 - thegamefreak0134 - Fri Oct 28, 2005 5:30 pm

YAY!!!!!! I have sound! More importantly, it's my song! (like, seriously I was dancing about the room when i got it to work.) 16-bit samples turned out to be the culprit. ModPlug Tracker uses them in the MIDI library when it imports. I converted every single one of the samples BY HAND to 8bit in sound recorder. Sadly, I couldn't figure out how to keep the original frequency at the same time, so they ended up sounding good at 44100 Hz. I'll sort that out later. And for some wierd reason, even though the samples were stereo, they still worked fine.

Since Krawall mixes at a certain rate, it makes sense not to have any samples with a higher rate, right?

Um, that ModPlug trick that can do all of that converting for me, where is it? I searched for about an hour for that function (cause it would really help for my more sample heavy files) and finally gave up. That is the last thing I need from this thread. Thank you guys sooo much!



PS: I implemented krawall into my bejeweled demo, and after figuring out an easy kramWorker() call by altering my WaitForVsync function, I discovered that (OMG) my code isn't really as fast as I thought it was. I ended up having to throw Vsyncs in at wierd places to keep the audio smooth. I suppose I'll figure out how to use interupts later and do it from there to solve the issue.
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#59088 - tepples - Fri Oct 28, 2005 10:29 pm

thegamefreak0134 wrote:
16-bit samples turned out to be the culprit. ModPlug Tracker uses them in the MIDI library when it imports. I converted every single one of the samples BY HAND to 8bit in sound recorder.

Didn't need to. You can right-click the waveform itself in MPT's sample editor and choose "Convert to 8-bit".

Quote:
Since Krawall mixes at a certain rate, it makes sense not to have any samples with a higher rate, right?

Are you sure what rate your samples are playing back at? Remember that a sample at C-6 is playing back twice as fast as the same sample at middle C-5.

Quote:
PS: I implemented krawall into my bejeweled demo, and after figuring out an easy kramWorker() call by altering my WaitForVsync function, I discovered that (OMG) my code isn't really as fast as I thought it was.

I generally do profiling on hardware by changing the blend mode or palette color 0 before and after a function that runs during draw time so that I can see how long it takes.
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#59360 - thegamefreak0134 - Mon Oct 31, 2005 9:09 pm

Yay. It works great. Thank you sooooo much! Music composition is the part of game design that is the most fun. Thats all I need for now. Thanks again!
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#59377 - gauauu - Tue Nov 01, 2005 3:32 am

Music composition is the most fun?

Wow...you're more than welcome to do ALL my music composition for my game....

#59411 - thegamefreak0134 - Tue Nov 01, 2005 5:45 pm

Seriously? PM me with details like game type, music required, and most importantly file type.
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