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Messages - devnotnull

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1
MilkyTracker Feature Requests / Loading OGG compressed samples
« on: July 24, 2007, 16:56:01 »
As said on topic, loading samples in ogg format directly. As before, a code example how to decompress an ogg file, in case it would help:
http://www.gamedev.net/reference/articles/article2031.asp

Again, also low priority or very low as those files can be decompressed externally to .wav anyways, and xm doesnt support storing those compressed in ogg either.

2
Not sure what you mean, hw:0 and hw:1 swap places randomly on each reboot ?
or just default is sometimes hw:0 and sometimes hw:1 ?

The link from IRC: http://www.stchman.com/mult_sound.html

3
Related to the same post on community forum, since have two soundcards, SDL picks the wrong soundcard.

If it might help to get this feature some day, a tutorial of using ALSA that had on bookmarks, short and with exaple code:
http://equalarea.com/paul/alsa-audio.html

Edit: Forgot to add would be low priority since there is the env var that solves it from outside

4
For those that have more than one soundcard, SDL compiled with ALSA, and picks the wrong one, there is an env var "AUDIODEV" that can be set to the appropiate device.

Code: [Select]
export AUDIODEV=hw:1,0

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