[fpc-pascal] Is TEventobject obsolete?

2012-06-11 Thread Victor Campillo

Hi all,

I have a doubt about Basicevent and RTLevent, according to the 
documentation Basicevent is obsolete and I should use RTLevent instead. 
I use most of the time Rtlevent but now I need to know the result of 
WaitFor (signaled, timeout, ect). Rtlevent don't provide this, instead 
TEventobject in syncobjs does it. The problem is that TEventobject is 
based on Basicevent, at least in fpc 2.6.1. This means that TEventobject 
is obsolete also?


What should I do to have Events with return result in Wait calls?

Thank you in advance and sorry for my poor english.

Regards.

--
Victor Campillo

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Re: [fpc-pascal] buffered filestream

2012-06-11 Thread Mattias Gaertner
On Sun, 10 Jun 2012 19:02:52 +0200
Martin Schreiber  wrote:

> On Sunday 10 June 2012 15:00:20 Mattias Gaertner wrote:
> > Hi,
> >
> > Is there already a buffered file stream in the fpc sources?
> > Or maybe a generic buffered input stream that can be used with
> > TFileStream?
> >
> MSEgui has a bufstream too: tcustombufstream in 
> lib/common/kernel/msestream.pas, I don't know if it fits your needs.

Looks promising. :)

Mattias
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[fpc-pascal] fpimage reader for jpeg2000

2012-06-11 Thread Mattias Gaertner
Hi,

Has someone already implemented a fpimage reader for jpeg2000?

Mattias
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Re: [fpc-pascal] fpimage reader for jpeg2000

2012-06-11 Thread Marco van de Voort
In our previous episode, Mattias Gaertner said:
> Has someone already implemented a fpimage reader for jpeg2000?

Not that I know. I once looked into it, but it seemed a rather big chunk.
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[fpc-pascal] Unit initialization in dll initialization for arm/WinCE

2012-06-11 Thread kyan
Hello all,

Does unit initialization in libraries (.dll files) work in arm/WinCE?
Somehow it seems that even code placed in the library initialization
begin end block isn't executed either. I found some bug reports (e.g.
0019404) suggesting that this didn't work for arm/Linux but it has
been added to the trunk. But not for arm/WinCE?

If this is the case, is there a feasible workaround to call unit
initialization sections manually? I am not statically linking the
libraries by means of "external" clauses but I am using LoadLibrary()
and GetProcAddress() to communicate with the dll from the exe, so I
could create an exported function in the dll and call it manually from
the exe after loading if I could somehow iterate in it the unit
initialization sections and call them.

Thank you in advance.

Constantine.
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Re: [fpc-pascal] Unit initialization in dll initialization for arm/WinCE

2012-06-11 Thread Sven Barth

Am 11.06.2012 12:25, schrieb kyan:

Does unit initialization in libraries (.dll files) work in arm/WinCE?


From the startup code of arm-wince I don't see why it should not work...


Somehow it seems that even code placed in the library initialization
begin end block isn't executed either.


How did you test this?


I found some bug reports (e.g.
0019404) suggesting that this didn't work for arm/Linux but it has
been added to the trunk. But not for arm/WinCE?


Linux and Windows have different schemes for library initialization, so 
even if it was the case that arm-wince did not work it would not help to 
apply the fix for arm-linux there as well.


Regards,
Sven
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[fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread luciano de souza
I took a look in Openal examples. I need to confess that I expected
something easier. Perhaps, something like:

PlaySound('file.wav', 0)

In MMSystem, we have something like that, but it's not cross platform.

The examples present hundreds of lines. It's something frightful!

Regarding the complexity, probably is's possible to do much more than
simply play a sound. In spite of that, it would be intersting to have
something easier.

The examples work with complex and for me, abstract structures. Which
kind of content, do I need to study to understand Openal or SDL?




2012/6/9, luciano de souza :
> Hello all,
>
> Bass is a very good library for sound playing and recording. However,
> it's not included as an standard feature of Freepascal. For whom wich
> wants to work with standard components, are there other options: (1)
> to play sounds and (2) to record sounds?
>
> Regards,
> Luciano
>
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RE : [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread Ludo Brands
> I took a look in Openal examples. I need to confess that I 
> expected something easier. Perhaps, something like:
> 
> PlaySound('file.wav', 0)
> 
> In MMSystem, we have something like that, but it's not cross platform.
> 
> The examples present hundreds of lines. It's something frightful!
> 
> Regarding the complexity, probably is's possible to do much 
> more than simply play a sound. In spite of that, it would be 
> intersting to have something easier.
> 
> The examples work with complex and for me, abstract 
> structures. Which kind of content, do I need to study to 
> understand Openal or SDL?
> 

On the lazarus forum, kpjcomp made a wrapper for Openal. Haven't tested it
but his example code is as simple as:

  openAl := TLazOpenAL.Create;

  wav1 := TLazOpenALWavFileSource.Create('drumloop.wav');
  wav1.looping := true;
  openal.SourceList.Add(wav1);

  wav2 := TLazOpenALWavFileSource.Create('chimes.wav');
  openal.SourceList.Add(wav2); 

  wav1.play;
  wav2.play;

Perhaps worth looking at.

Ludo

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RE : RE : [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread Ludo Brands
> On the lazarus forum, kpjcomp made a wrapper for Openal. 

Forgot the link:
http://www.lazarus.freepascal.org/index.php/topic,17164.msg94588.html#msg945
88

Ludo

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Re: [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread Michalis Kamburelis

luciano de souza wrote:

I took a look in Openal examples. I need to confess that I expected
something easier. Perhaps, something like:

PlaySound('file.wav', 0)



You need to wrap OpenAL a little to get something so simple.

In my Castle Game Engine (http://castle-engine.sourceforge.net/), I have 
SoundEngine wrapper, with which you can play sound like


  Buffer := SoundEngine.LoadBuffer(FileName);
  SoundEngine.PlaySound(Buffer, false, ...);

See working example in SVN on 
http://svn.code.sf.net/p/castle-engine/code/trunk/castle_game_engine/examples/audio/alplay.lpr


You may want to look at the source (LGPL) to see how it's done :)

Michalis
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Re: [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread silvioprog
Hello,

Please see this demo too:

https://github.com/silvioprog/lazsolutions/tree/master/Demos/LSPlayWAV

It is a cross function to play wav files.

-- 
Silvio Clécio
My public projects - github.com/silvioprog
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Re: RE : [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread silvioprog
2012/6/11 Ludo Brands :
[...]
> On the lazarus forum, kpjcomp made a wrapper for Openal. Haven't tested it
> but his example code is as simple as:
>
>  openAl := TLazOpenAL.Create;
>
>  wav1 := TLazOpenALWavFileSource.Create('drumloop.wav');
>  wav1.looping := true;
>  openal.SourceList.Add(wav1);
>
>  wav2 := TLazOpenALWavFileSource.Create('chimes.wav');
>  openal.SourceList.Add(wav2);
>
>  wav1.play;
>  wav2.play;
>
> Perhaps worth looking at.
>
> Ludo

Hello Ludo. :)

Where do I find the openal_nt unit?

unit1.pas(9,3) Fatal: Can not find unit openal_nt used by Unit1.

-- 
Silvio Clécio
My public projects - github.com/silvioprog
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Re: [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread silvioprog
2012/6/11 Michalis Kamburelis :
> luciano de souza wrote:
>>
>> I took a look in Openal examples. I need to confess that I expected
>> something easier. Perhaps, something like:
>>
>> PlaySound('file.wav', 0)
>>
>
> You need to wrap OpenAL a little to get something so simple.
>
> In my Castle Game Engine (http://castle-engine.sourceforge.net/), I have
> SoundEngine wrapper, with which you can play sound like
>
>  Buffer := SoundEngine.LoadBuffer(FileName);
>  SoundEngine.PlaySound(Buffer, false, ...);
>
> See working example in SVN on
> http://svn.code.sf.net/p/castle-engine/code/trunk/castle_game_engine/examples/audio/alplay.lpr
>
> You may want to look at the source (LGPL) to see how it's done :)
>
> Michalis

Nice project. :)

castle_game_engine-3.0.0-src.zip = +-70MB.

Hm... you could send only the files to play audio? :/

-- 
Silvio Clécio
My public projects - github.com/silvioprog
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Re: [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread Michalis Kamburelis

silvioprog wrote:

Nice project. :)

castle_game_engine-3.0.0-src.zip = +-70MB.



Most of the size comes from the examples, they contain also example 3D 
data files (models, animations etc.). I prefer to give people full 
package :) For those who want to get parts, they can always check out 
appropriate directories from SVN.



Hm... you could send only the files to play audio? :/


The directories src/base/ and src/audio/ from the engine source code 
should be all you need. And examples inside examples/audio/, and 
examples/3d_sound_game/ (only in SVN), are probably useful :) Note that 
if you only get a subset of src/ directories, you will need to prepare 
also special Lazarus package to compile them (as the default package 
inside packages/castle_base.lpk includes other units, to deal with 3D, 
images, scripting and such), or compile only with ./xxx_compile.sh 
scripts (Unix or Cygwin required). It will be easier to just get the 
full zip/tar.gz archive, and simply ignore (don't look inside :) 
directories that don't interest you :)


Michalis
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Re: [fpc-pascal] Re: Playing sounds with standard components

2012-06-11 Thread silvioprog
2012/6/11 Michalis Kamburelis :
> silvioprog wrote:
>>
>> Nice project. :)
>>
>> castle_game_engine-3.0.0-src.zip = +-70MB.
>>
>
> Most of the size comes from the examples, they contain also example 3D data
> files (models, animations etc.). I prefer to give people full package :) For
> those who want to get parts, they can always check out appropriate
> directories from SVN.
>
>> Hm... you could send only the files to play audio? :/
>
>
> The directories src/base/ and src/audio/ from the engine source code should
> be all you need. And examples inside examples/audio/, and
> examples/3d_sound_game/ (only in SVN), are probably useful :) Note that if
> you only get a subset of src/ directories, you will need to prepare also
> special Lazarus package to compile them (as the default package inside
> packages/castle_base.lpk includes other units, to deal with 3D, images,
> scripting and such), or compile only with ./xxx_compile.sh scripts (Unix or
> Cygwin required). It will be easier to just get the full zip/tar.gz archive,
> and simply ignore (don't look inside :) directories that don't interest you
> :)
>
> Michalis

Does not seem very easy to use hehehe.., but I will try test it later. :)

Thx Michalis! ^^

-- 
Silvio Clécio
My public projects - github.com/silvioprog
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