sfxMixerTT-PSP - A Very Simple SFX Mixer for PSP Homebrew

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ttursas
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Joined: Sun May 20, 2007 4:49 am
Location: Helsinki, Finland
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sfxMixerTT-PSP - A Very Simple SFX Mixer for PSP Homebrew

Post by ttursas »

Hi!

I just started PSP homebrew programming, and was initially a bit disappointed that the
audio library in the PSP homebrew devkit didn't do SFXs. Anyway, so I wrote one
very simple mixer myself. It can play 16bit, 44100Hz, raw, mono samples at the moment,
but at least it works. :) Could be useful for at least some newbies.

http://www.villehelin.com/psp.html

On the same page you can find "Blocks that Fall", a small Tetris-clone that I wrote just to
try out the PSP homebrew devkit.

...

Anyway, PSP seems like a nice machine, and I'll be doing more software for it in the future.
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

The audio library doesn't have mixing because it isn't needed. If you're porting a game, the mixing is part of the game engine, and if you're writing your own game, the sound mixing is one of the SIMPLEST parts of the game (if you can't write your own mixer, forget about it).
ttursas
Posts: 4
Joined: Sun May 20, 2007 4:49 am
Location: Helsinki, Finland
Contact:

Yeah

Post by ttursas »

That's what I thought, too, and it's pretty boring to do this trivial stuff every time you
start working on a new platform. It sucks to have to waste time on doing the basics.
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

Yes, but the trivial stuff is - well, trivial. It can also be just a smidge different wherever you go, so it really needs to be done individually on a project to project basis. Are all the streams the same rate? Are they all dynamic, or static samples? Is there music as well? Even if you make some "generic" mixing code, it'll probably be modified on occasion as your needs change, or as you learn more efficient ways of handling audio.
ttursas
Posts: 4
Joined: Sun May 20, 2007 4:49 am
Location: Helsinki, Finland
Contact:

Yeah

Post by ttursas »

Sure, but with little effort one can make a mixer that's good enough for 75% of the people,
for the people who just want to play a few samples and forget it. Anyway, I'll add a couple
of features to my humble mixer, and leave it as it is, as a starting point for those who just
don't care (like me), and want to concentrate on other things. :)
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

I'm not saying your code isn't helpful, just giving reasons that something similar isn't in the audio lib. There are MANY things that aren't in the various libs that people then post some code for building on in the forums. Some of it will be helpful to others. That's what you've got here - code that isn't in a lib that some others may find useful for their own stuff.
ttursas
Posts: 4
Joined: Sun May 20, 2007 4:49 am
Location: Helsinki, Finland
Contact:

Ok

Post by ttursas »

Well, it seemed weird that there were good examples of how to do 3D etc., but the whole
sound stuff was left pretty untouched, and the SFX sample sources were not that useful...
Anyway, I hope someone will find my sources useful like I found those 3D sources
handy. And I have to say that the PSP homebrew devkit is otherwise a joy to use.

And yeah, just updated Blocks that Fall to v1.3.
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