Search found 31 matches

by PeterLeRoi
Fri Nov 16, 2007 2:56 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Ok, as I can´t get sceAudioSetFrequency working on my program, I´ve taken a "hello world" (main.c and Makefile): 1. link pspaudio_driver, pspaudio and pspaudiolib 2. add -g to CFLAGS on makefile 3. add #include <pspaudio_kernel.h>, #include <pspaudio.h>, #include <pspaudiolib.h> to main.c ...
by PeterLeRoi
Wed Nov 14, 2007 11:18 pm
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

I´ve tried :

Peter@pete /cygdrive/e/Uni/PSP/Polemic Desarrolleision
$ psp-addr2line.exe -fe Audio_Mechanica.elf 0x080C2764
??
??:0

I´ve added -g to my makefile, but it uses other files that didn´t know how were compilated :(
by PeterLeRoi
Tue Nov 13, 2007 3:11 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Thanks for your help :) I´ve started programming psp recently and don´t have much time, so don´t want my program works for any version specifically, if it works only on 1.5 it´ll be enough. This afternoon I´ll downgrade to 1.5 and check if then the program can run. Edit: tried on 1.5 and the same re...
by PeterLeRoi
Mon Nov 12, 2007 6:11 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Thanks for your help jimparis About the error, I didn´t explain it before, the program works without this instruction, but I need to add it. So I wrote the program: If press L trigger, then it´ll run sceAudioSetFrequency in order to change frequency to 48000. If don´t press L trigger, program works ...
by PeterLeRoi
Mon Nov 12, 2007 5:01 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Thanks for your help J.F. I´ve changed the attributes on PSP_MODULE_INFO, now I run the program on kernel mode. The program compiles, but when I´m running it everything is fine until it reachs sceAudioSetFrequency(48000); at this line, psp freezes and turns off. This is the error: Opening connection...
by PeterLeRoi
Fri Nov 09, 2007 10:01 pm
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Ok, I´ve linked the pspaudio_driver. Now the program compiles ok, but when I start it using psplink get 0x80020001 error, and if put the eboot on psp´s "Game150" and launch, psp crashes and turn off. I´m using version 3.02 OE - B The error is something about "kernel error", so ma...
by PeterLeRoi
Tue Nov 06, 2007 11:53 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

I´m working with 3.03 version... so, instead : sceAudioSetFrequency(48000); I should do something like: sceKernelLoadExec(pathTo.PRX, NULL); with the .prx compiled using cooleyes source code ? Thanks ;) Edit: I´ve tried loading .prx (that get compiling cooleyes´ code) with : sceKernelLoadExec("...
by PeterLeRoi
Tue Nov 06, 2007 9:39 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Thanks for your help Raphael :)

I´ve seen in a post from cooleyes, there are many files:

sceAudio_driver371.S , main.c , makefile , cooleyesAudio.exp , cooleyesAudio.h

Do I need to compile it and launch the .prx from my program?
Don´t know what (and how) to link :(

Again, thanks :)
by PeterLeRoi
Tue Nov 06, 2007 8:05 am
Forum: PSP Development
Topic: Which libraries does sceAudioSetFrequency need?
Replies: 13
Views: 3866

Which libraries does sceAudioSetFrequency need?

I´m trying to program using sceAudioSetFrequency, but the compiler always says: main.c:(.text+0x21c0): undefined reference to `sceAudioSetFrequency' collect2: ld returned 1 exit status make: *** [Audio_Mechanica.elf] Error 1 I´m including <pspaudiolib.h>, <pspaudio.h> and <pspaudio_kernel.h>. I´ve b...
by PeterLeRoi
Sat Oct 27, 2007 5:50 am
Forum: PSP Development
Topic: sceAudioSetFrequency -- what can i do to get it to work?
Replies: 11
Views: 4506

Only the output frequency can be changed? I need to sample at 8000 Hz, and was thinking 48000 Hz would be great :) How can I get it to work? I´m afraid i´m a noob programming for psp. Want some file .c to include in my main.c and then, at the beginning of the program change the frequency with sceAud...
by PeterLeRoi
Thu Oct 25, 2007 9:56 am
Forum: PSP Development
Topic: Sampling rate with audio mechanica
Replies: 2
Views: 1332

I need to include a .c file (one piece of the recognition part) which only works at 8000 Hz :( 8000 Hz is the lower frequency for speech recognition (well, taking the voice´s bandwidth from 0 Hz until 4000 Hz) Thanks anyway, I´ll find some way to encode from 44,1 KHz to 8 KHz by software :) Edit : I...
by PeterLeRoi
Thu Oct 25, 2007 5:24 am
Forum: PSP Development
Topic: Sampling rate with audio mechanica
Replies: 2
Views: 1332

Sampling rate with audio mechanica

Hello. I´m using Audio Mechanica´s source code to program a speech recognition for psp. The problem: Audio Mechanica samples at 44100 Hz, and I need 8000 Hz. I thought the frequency could be changed in: pspAudioInputInit(mic_level, 44100); but if changed to 8000, my psp samples faster instead of slo...
by PeterLeRoi
Sat Oct 13, 2007 9:32 pm
Forum: PSP Development
Topic: Problem with cygwin :S
Replies: 21
Views: 9060

I´ve tried reinstalling and this is the message I get: make&#91;5&#93;&#58; Entering directory `/home/Peter/psptoolchain/build/gdb-6.4/build-psp/gd b/testsuite/gdb.mi' rm -f *.ci *.o basics c_variable cpp_variable var-cmd *~ core make&#91;5&#93;&#58; Leaving directory `/home/...
by PeterLeRoi
Sat Oct 13, 2007 9:35 am
Forum: PSP Development
Topic: Problem with cygwin :S
Replies: 21
Views: 9060

I don´t need psplinkusb :) But, since I type ./toolchain.sh until I get the error (psplinkusb... whatever...) it only spends about 60-70 minutes. I have an AMD 2xcore 64 bits, and my internet connection downloads about 400 kb/s; but still it´s very quickly, no? Is there a way to check if the install...
by PeterLeRoi
Sat Oct 13, 2007 7:08 am
Forum: PSP Development
Topic: Problem with cygwin :S
Replies: 21
Views: 9060

One question... if I get the same error, at the end do I have a 100% complete and functional toolchain (except linkusb, of course)? I´m in a hurry, need cygwin + toolchain now, and when compiling get this error. I´ve seen there is a way to avoid this error (deleting 3 sentences in /home/user/build/p...
by PeterLeRoi
Thu Oct 11, 2007 9:18 pm
Forum: PSP Development
Topic: Problem with Audio mechanica: MIKMOD LIBRARY ERROR
Replies: 2
Views: 1128

No, haven´t upgrade the firmware. It´s the same I have been using lately. I was using part of the source code to make a program with speech recognition. I´ve tried deleting instances of MIKMOD ERROR, but it freezes when starts recording :( And the original program also freezes. Since I installed eve...
by PeterLeRoi
Thu Oct 11, 2007 7:22 am
Forum: PSP Development
Topic: Problem with Audio mechanica: MIKMOD LIBRARY ERROR
Replies: 2
Views: 1128

Problem with Audio mechanica: MIKMOD LIBRARY ERROR

Hello. Have one problem, I´ve had to reinstall the cygwin (and toolchain, sdk, etc...) and now, when I compile my own version of "Audio Mechanica", at the beginning says "MIKMOD LIBRARY ERROR" (it didn´t appear before). I´ve tried installing sdk, libmikmod, mikmodlib... but alway...
by PeterLeRoi
Thu Jul 12, 2007 9:53 am
Forum: PSP Development
Topic: Bug? Can´t read an wav header
Replies: 2
Views: 1665

Thanks ;)
by PeterLeRoi
Thu Jul 12, 2007 8:55 am
Forum: PSP Development
Topic: Bug? Can´t read an wav header
Replies: 2
Views: 1665

Bug? Can´t read an wav header

Hello! I have one wav file need to read. The header has 44 bytes: 37-40 bytes contains "data" and 41-44 contains the size of data chunk. So: int fp = sceIoOpen&#40;segmentoElegido, PSP_O_RDONLY, 0777&#41;; sceIoRead&#40;fp,dheader,36&#41;; char data&#91;5&#93;; sceI...
by PeterLeRoi
Fri Jul 06, 2007 9:01 am
Forum: PSP Development
Topic: Help with Audio Mechanica
Replies: 7
Views: 3161

Thanks for your help Art ;)
by PeterLeRoi
Wed Jul 04, 2007 3:12 am
Forum: PSP Development
Topic: Help with Audio Mechanica
Replies: 7
Views: 3161

I´ve improved a few things on voice recognition using Audio Mechanica´s source code... but there´s one thing can´t understand. "k"... what is it for? I think k contains one sample, next we take the 2º byte... and then nothing :( Why it makes k = 0, when k is < 0 or > 33? Why if &#40;k ...
by PeterLeRoi
Sun Jul 01, 2007 12:16 pm
Forum: PSP Development
Topic: Help writing a wav file into memory stick
Replies: 3
Views: 1901

Yep, you´re right. But, for the wav header, need the "1" to have 2bytes (one short) and "44100" to have 4bytes (one int).

Anyway, thanks ;)
by PeterLeRoi
Sat Jun 30, 2007 10:07 pm
Forum: PSP Development
Topic: Help writing a wav file into memory stick
Replies: 3
Views: 1901

Help writing a wav file into memory stick

I need to write the header first, and second the data. The program I´m using: void GrabaWAV&#40;char *name,int size&#41;&#123; int tamanno = size; int tamannoHeader = size + 36; int sstg = sceIoOpen&#40;name, PSP_O_WRONLY | PSP_O_CREAT , 0777&#41;; printf&#40;"\nDescript...
by PeterLeRoi
Sat Jun 30, 2007 9:15 am
Forum: PSP Development
Topic: Problem with sceIOwrite
Replies: 1
Views: 1133

Problem with sceIOwrite

I need to write a wav header and I´m using: void GrabaWAV&#40;char *name,int size&#41;&#123; int sstg = sceIoOpen&#40;name, PSP_O_WRONLY | PSP_O_CREAT , 0777&#41;; sceIoWrite&#40;sstg, "RIFF",4*sizeof&#40;char&#41;&#41;; sceIoWrite&#40;sstg, size + 3...
by PeterLeRoi
Mon Jun 04, 2007 6:35 am
Forum: PSP Development
Topic: itoa missing?
Replies: 5
Views: 2372

What is "%x" for? hex integer? Do I need to worry about the Less Significant Bit?

Thanks ;)
by PeterLeRoi
Sun Jun 03, 2007 11:44 pm
Forum: PSP Development
Topic: itoa missing?
Replies: 5
Views: 2372

I can´t do the trick :( I need to do: int size = XXXXX; &#40;any value&#41; sceIoWrite&#40;fp,itoa&#40;size&#41;,4&#41;; and it should be written in LBS Hex. I´m trying with: char bufferaux&#91;5&#93;; sprintf&#40;bufferaux,"%d",size&#41;; sceIoWrite...
by PeterLeRoi
Fri Jun 01, 2007 6:51 am
Forum: PSP Development
Topic: Help with Audio Mechanica
Replies: 7
Views: 3161

Thanks for your help Art :D I´m still trying to understand the code... I think the level of sensitivity is determined by "sens" [/quote]voxon is 0 or 1 depending if voice activation is set in tape recorder mode. [quote] One question: why there is an if(voxon) inside an if(monitor ==4)? How...
by PeterLeRoi
Wed May 30, 2007 8:48 am
Forum: PSP Development
Topic: Help with Audio Mechanica
Replies: 7
Views: 3161

And another question

Other question: I need to separate the part of the source code which affects the Yackback option. I´ve seen, inside audioInputLoopCallback(); if &#40;monitor == 4&#41;&#123; if &#40;vox != 0&#41;&#123; vox--; // decrement voice activation delay to zero &#125; pspDebugScre...
by PeterLeRoi
Sat May 26, 2007 4:07 am
Forum: PSP Development
Topic: Help with Audio Mechanica
Replies: 7
Views: 3161

Help with Audio Mechanica

I´m working with Audio Mechanica´s source code and I´ve realized that in every function there are many:

for(nux=0; nux<55; nux++){ // delay
sceDisplayWaitVblankStart();
}

What are they for? This only "freezes" the screen, no?

Thanks ;)
by PeterLeRoi
Wed May 16, 2007 11:36 pm
Forum: PSP Development
Topic: Settings for Danzeff OSK
Replies: 3
Views: 2678

Ok, finally reduce all the errors to just one. I want to initialize the keyboard with: danzeff_load(); But then, when trying to compile, it gives an error: main: undefined refence to 'danzeff_load' But with other functions like: int danzeff_dirty() or void danzeff_render() wchich are included in &qu...