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DarkBASIC Professional Discussion / Using DXi/VSTi in DBPro games?

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DoctorEternal
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Posted: 26th Nov 2004 22:30
I'm looking for anyone who has had any success or knows how I might go about using VSTi or DXi instruments (software synths) in my DBPro games. MIDI and WAV are fine for certain applications, but I have VSTi instrument that would be perfect for dynamic sound fx and music.

Most VSTi's are in dll form, but require an audio host. More info: http://www.soundonsound.com/sos/dec00/articles/vst.asp

Regards,
Richard
Van B
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Posted: 26th Nov 2004 22:57
I think that's something you'll have a lot of trouble finding, I doubt it's possible without a special wrapper .dll.

There just isn't very good sound support in DBPro, I wrote a soundtracker in DBPro a few years ago, and it's fine at pitch slides and panning, but that's about all it can do. Personally I have a project that I plan to have dynamic music in. I intend hardwire soundtrack data into a memblock and play it through Bass.dll. This means it'll sorta play between 2 tracks, but each time the track will be loaded with the song data - this will allow me to change music during play - like by having several melodies and drumbeats in memory, then plonking them into their tracks. The realtime playback for my soundtracker is not very powerful, so that's pretty much out of the questions unless someone writes a playback .dll for it (very unlikely).

I know software synths in DBPro were what your after, but I really think you'll have to explore all your avenues to find the best solution.


Van-B


It's c**p being the only coder in the village.
DoctorEternal
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Posted: 26th Nov 2004 23:01
Since you obviously know what you're talking about, and I am by no means stuck with using DBPro, I'll ask this: Do you know of any other fairly 3D game engine (Blitz, etc.) that COULD do VSTi?

Richard
empty
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Posted: 26th Nov 2004 23:18 Edited at: 26th Nov 2004 23:18
I don't think any 3D engine supports VSTi. The main problem is still how well (or badly) they perform. I mean they work OK-ish on average computer systems with midi sequencers but I doubt they'd run half decent when there's a complete game to calculate too.
The same problem applies to Microsoft's DirectMusic even though to a much lesser extend. You can load your own sound banks and play midi-like files that allow variation and soft transitions between different tracks (environmental music). Still DM requires a lot of resources, esp a good sound card helps here.

Play Nice! Play Basic!
Version 1.02 available now!
DoctorEternal
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Posted: 26th Nov 2004 23:45
That's a hole that needs filling, then. I use Cakewalk SONAR all day on an average PC (PIV 1.8, 256MB Ram, 80Gb HD, nVidia GeForce) and have done several tests regarding what a PC can handle. I have run Cakewalk, pushing 8 VSTi instruments in real-time, AND played UnrealTournament 2004 at the SAME TIME, and had no lag in either. And this is two applications that were never meant to run together.

Anyway, I know it can be done- provided you don't ask TOO much of either your audio or video at the same time.

Here's the way I see it happening in something like DBPro:
DBPro -call-> VSTi Host DLL -call-> VSTi synth

The VSTi Host DLL is really the only missing piece here.

Cheers,
Richard
empty
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Posted: 27th Nov 2004 07:34 Edited at: 27th Nov 2004 07:36
What sound card do you use?
Also another problem is, if you want to give your games away (for free or sell them) you'd have to provide the VST instrument as well.

Play Nice! Play Basic!
Version 1.02 available now!
Eric T
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Posted: 27th Nov 2004 10:45
Quote: "I use Cakewalk SONAR all day on an average PC (PIV 1.8, 256MB Ram, 80Gb HD, nVidia GeForce) and have done several tests regarding what a PC can handle. I have run Cakewalk, pushing 8 VSTi instruments in real-time, AND played UnrealTournament 2004 at the SAME TIME"


What version of SONAR?
What VSTi's we're you running? (We know none of them we're from "Waves" )

I truly doubt that you we're doing that, unless the VST's we're 8 instances of the Delay Lama...

Bleh, I've just given up on trying to think up signatures.
Grim_Reaper
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Posted: 27th Nov 2004 10:53
I'd also like to know what Sound card you are using. In order to even hope for pulling something like that off you'd need a pro-level audio card with ASIO drivers. But yea, like Eric said, it also depends on what VSTi's you are using. Some are huge, some are very small.

Aaron Frensley -- Composer
Eric T
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Posted: 27th Nov 2004 10:56
Quote: "the VSTi host dll's are the only things missing"


Yeah, your gonna have to pay Steinberg a big chunk of cash to be able to use those.

Bleh, I've just given up on trying to think up signatures.
Mobiius
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Posted: 27th Nov 2004 11:30
why bother whan you can dynamically fade between normal midi files and alter the dsp and eax effects using the new plugin thing. Why produce code which is too performance intensive to run on most peoples computers.

Keep it simple, keep it quick, keep it popular! Thats how I work! Not everyone has the IBM super computer, I know I dont. Hey I still use my 386 server!

1800+ XP - GeforceFX 5600 - 256MbDDR - 60Gb Hdd - XP Pro (SP2)
DoctorEternal
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Posted: 27th Nov 2004 12:45
Yes the VSIi's I am using are all very small (no monsters like the Moog Modular or anything), and they are all free; most are open-source. So, performance and lisencing are not major issues. I am actually working on an AI simulation, not a game, so I am probably not going to even be distributing it in the end anyway.

Sound cards: Two 4-in, 4-out M-Audio Delta-44's.

Cheers,
Richard

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