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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel

It doesn't probably work that way because if OGLES2 context is created before you start glSnoop, it cannot patch the functions and logging fails.

Luckily sashimi output redirected to a file should be pretty usable.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel

Please try this:

1) shell #1: sashimi > yourlog.txt
2) shell #2: glsnoop (no filters needed)
3) shell #3: scummmvm
4) quit in reverse order

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel

No need to set any filter but a complete log is needed. I didn't see a single call to glCompileShader in the given log. Actually I cannot see any gl* calls. How did you run glSnoop?

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Re: SDL2
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@geennaam

It seems that click issue happens with AHI-only test program so SDL2 is excluded. It also happens on EMU10K sound card so your driver is excluded :) Tried 32K and 64K buffers.

Do you have some working surround example program?

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Re: Attemping FallOut2-Community Edition Port
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@SinanSam460

Endian or buffer size?

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Re: SDL2
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@Raziel

2048 samples or bytes? 2048 samples in 16-bit stereo would be 8 kilobytes.

By sample buffer I meant what testsurround program wants (1024 samples by default).

I don't want to multiply sample count inside SDL because it will increase latency and in some action game it becomes noticable when sounds get delayed.

I'm guessing you have seen (heard?) audio buffer underruns on some configs under some load? This would produce gaps in the audio stream because audio callback is not running fast enough to fill the buffer in real-time. This is something audio task priority might have some impact.

Now regarding the surround clicking in SDL2 test program: root cause is still open. I just checked it doesn't happen on Linux Pulseaudio at least. It could be an AHI issue too.

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Re: SDL2
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@geennaam

Increasing sample buffer reduces clicking. AHI test sound doesn't give me clicks when I try to use 7.1 mode.

@Raziel

Yep, hopefully there will be some nice apps :)

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Re: Attemping FallOut2-Community Edition Port
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@SinanSam460

https://github.com/ChrisNonyminus/fall ... /src/audio_engine.cc#L129

It seems engine is expecting audio data in LE format. In case data is converted to BE, you could try to use AUDIO_S16SYS instead of AUDIO_S16, which will mean AUDIO_S16MSB on AmigaOS. https://github.com/AmigaPorts/SDL-2.0/ ... /include/SDL_audio.h#L130

You can also try to double the sample count here https://github.com/ChrisNonyminus/fall ... /src/audio_engine.cc#L131

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Re: AllocBitMap vs AllocBitMapTags
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@FlynnTheAvatar

Did you try to query bitmap attributes after its creation? Maybe that shows some difference.

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Re: SDL2
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Re: SDL2
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It seems that SDL should do the format conversions automatically when needed so application can use almost any format.

@geennaam

I tried to test 32-bit audio a little bit, and it works nicely in stereo mode. But in 7.1 mode there is some kind of extra noise on FL/FR. I don't have surround speakers so cannot verify 7.1 mode properly.

Test programs here: http://capehill.kapsi.fi/sdl2/SDL2_32bit_sound_test.lha

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Re: SDL2
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@geennaam

Thanks for the ideas, conversion sounds doable. SDL supports also unsigned and float buffers, so they could be converted as well.

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Re: SDL2
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@geennaam

Is it correct that AHI supports surround (7.1) only in 32-bit mode? So if application is requesting 8 channels in 16 bits that should fallback to stereo? Or if application is asking 3-7 channels, that should fallback to stereo?

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Re: SDL2
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@Raziel

I think that the SDL2 core supports surround but our AHI backend doesn't yet. Maybe it could be added.

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AmiStore checkout issue (email not received)
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I have been trying to purchase a product and checkout using Send Email method but I'm not receiving any e-mails. Address is correct and spam folder is empty.

Does anybody else have this kind of issue?

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Re: Shaderjoy 1.24
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@Raziel

It is normal if they use texture (iChannel) but nothing is loaded. I should probably create .sjp files for those.

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Re: Shaderjoy 1.24
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Version 1.24 is available on http://capehill.kapsi.fi/ - changes:

- Add GLSL Help button: a URL (khronos.org) will be opened.
- Add PUBSCREEN tooltype.
- Add editor toggle menu option in window mode.
- Disable blanker using application.library.
- Fix some CppCheck findings.
- Fix "GetAttr fail" issue which happened when user dropped a file without editor view.
- Compile with GCC 11 - thanks to all people working on the SDK!

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Re: What's the best/latest EUAE build for OS4?
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@LiveForIt

Quote:

I hope we can get GCC 10 on OS4.1 / AmigaONE as well.


We have both GCC 10 and 11 available.

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Re: Qt 6 progress
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Regarding constructor example, it seems that test_dyn works differently when built with -mcrt=clib2. It crashes with a very long stack trace (recursion?). GCC 11.2.

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Re: SDL2
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2.26.1 RC2 is available: https://github.com/AmigaPorts/SDL-2.0/ ... /tag/v2.26.1-rc2-amigaos4

Changes:

- Fix joystick GUID generation and update internal gamecontroller database with new GUIDs. Remove related RC1 workaround. Please use the SDL 2.26.1 RC2 (or newer) library when providing new controller mappings.
- Support SDL_WINDOW_FULLSCREEN_DESKTOP flag. It's implemented as a custom screen (instead of WB).
- Refactor library init/quit routines: initialize thread subsystem using constructor.
- Refactor shared library management: open common libraries in constructor and close them in destructor.
- Require ogles2.library minimum version 2 (instead of 0).

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