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Dll muzyka


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Mam dll-a który pomaga odtwarzać muzyke w innyh formatah niz mid mp3 wav i tak dalej.

Mam z nim readme i tester tego .

Mam problem z odczytaniem readme bo jest po angielsku .

Prosze pomuszcie alebo powiedcie co trzeba zrobic żeby on chdził albo przytłumaczcie readmend.

Jest ono tutaj:

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== BGM 1.0a ==

 

http://thebrickmonkey.com/bgm/

 

CONTENTS:

 

 

I.) What is this?

II.) File desriptions

III.) Instructions

IV.) Legal-type stuff (You have to read it...)

V.) Changes

 

I.) What is this?

================================================================================

==

BGM is a frontend for Un4seen's Bass.dll to run with GameMaker. Through

Bass.dll, It allows the playback of many different tracked music formats like

MOD, XM and Bass' own MO3 format.

But why would you want to use this particular music system instead of some

other, more feature-enriched system like Shaltif's famous SXMS? Well, although

BGM isn't as loaded with functionality as it's competitors and doesn't even try

to match, it offers an extremely simple inteface as well as a very small addition

to the total filesize of your project; less than 100kb.

 

Here is a complete feature list:

 

* Support for these audio formats:

MP3, MP2, MP1, OGG, WAV, XM, IT, S3M, MOD, MTM, UMX, MO3.

* Total filesize of the DLLs is a mere 97.5 kb, which, as you probably know,

is about 1/10 of a megabyte. :)

* Extremely simple to use. In GML, a single call to gmb_init() is enough to

initialize the entire system. From there, you need only call bgm_play(song's_file_name)

to play a song.

* Supports music stopping, volume control and pausing.

 

If you find BGM to be too limiting, then, by all means, check out Shatif's SXMS dll.

(http://forums.gamemaker.nl/index.php?showtopic=24108)

It is a great DLL that uses FMOD to do all the things that BGM can do, plus much more.

However, it's a bit more complicated to use than BGM. (No offense, Shaltif! -_^)

 

II.) Files

================================================================================

==

The files are pretty much self explanatory, but I'll go over them anyway.

 

-- bgm.dll --

The wrapper DLL that must be present with BASS.DLL in your game's directory

for the GML scripts to work.

-- bass.dll --

This is where the REAL functionality of BGM comes from. Bass.dll is the library

that BGM uses for doing all of it's music playing stuff. It is provided for free

by un4seen.com for non-comercial purposes.

-- bgm.gml --

You can load this into your .gm6 or .gmd file in the usual gml-importing way.

If loaded correctly you should get a subfolder within Scripts with some scripts

to use BGM. The functions are pretty much self explanatory just like this set

of files.

-- bgm_example.gm6 --

These are example GM programs to use as tests.

Even though there is no GM 5.3 gmd file, BGM will still work with it.

-- Makefile --

If you have MinGW32 installed, you can run mingw32-make in the bgm directory to

compile and link a fresh, new bgm.dll from the sourcefile provided.

(Of course, you'll have to change the C:\Dev-Cpp\lib\bass.lib line so that it points

to the location of your bass.lib file.)

 

III.) Instructions

================================================================================

==

How to use BGM:

1.) Put BGM.dll and bass.dll into the working directory of your game.

2.) Import BGM.gml into your project in the usual way.

3.) Read the script called INSTRUCTIONS to find out how to use the scripts,

or just read below:

 

Key:

<return_value> script_name(parameters)

 

<true or false> bgm_init()

-------------------------------------------

This must be called once (and ONLY once) before any other bgm

scripts are used.

Returns wether or not the initialization of BASS.DLL worked.

 

<none> bgm_close()

-------------------------------------------

Closes down BGM. You don't normally need to call this because

GameMaker will automatically close it when the program ends.

 

<none> bgm_play(filename)

-------------------------------------------

Plays the file in the given filename, or restarts it if it

is already playing. If you play a new song while a song is

already being played, the old song will be stopeed and

unloaded from memory.

 

<none> bgm_stop()

--------------------------------------------

Stops the song that is currently playing.

 

<none> bgm_pause()

--------------------------------------------

Pauses the song that's playing.

 

<none> bgm_unpause()

--------------------------------------------

Unpauses the song that's paused.

Note that calling bgm_play() will start the song

over instead of resuming it.

 

<volume or none> bgm_vol(volume or -1)

--------------------------------------------

Either gets or sets the playing volume.

The volume may be between 0 and 100.

Pass -1 (or negative value) to make it

return the current playing volume rather than

setting it.

 

<true, false or 2> bgm_isplaying()

--------------------------------------------

Returns wethor or not a song is playing.

Returns 2 if the song is paused but not stopped.

 

IV.) Legal-type stuff

================================================================================

==

Okay, nobody likes reading disclaimers and stuff like that so I'll make this quick.

 

In no particular order, here are things you need to know before using BGM:

 

* BASS.DLL is not made by me. It is made by the guys at http://www.un4seen.com

so if you have a question regarding BASS.dll specificly, ask them.

* You can't use BGM commercially since, first of all, you're not allowed to use

BASS.DLL commercially without buying a license from un4seen.com. Second, I don't

really want BGM to go commercial because that would introduce...problems.

* The BGM system is NOT garunteed to work with your system, and is not even garunteed

to run without damaging your system. If it does, I cannot be blamed for it and

cannot take responsabillity. (But this shouldn't happen)

* Remember to read BASS's licensing information at un4seen.com!

* Although it's not required, it would be nice if you you put bgm's homepage

(and un4seen.com as well) in the credits of your game.

 

V.) Changes

================================================================================

==

-- 1.0a --

* Fixed the bug that prevents non-tracked music from playing. The problem was simple;

I thought that BASS.dll used a single function for loading of every type of file,

but it actually has a different system to load "sampled" formats (like MP3 and WAV)

than it does for "music" formats (tracked formats).

 

 

For questions or comments, email me at musicguy@thebrickmonkey.com.

-The Music Guy

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W skrócie: biblioteka ta, z której korzystasz, to BASS.DLL. Jest mała (~100 KB), ma więcej odtwarzanych formatów (poza formatami trackerowskimi jeszcze OGG, MP1, MP2, MP3. Jest (ponoć) bardzo prosta w obsłudze. Później jest lista plików w archwium (wraz z przykładem, przejrzyj go :D). Następnie jest lista instrukcji (o tym za chwilę), a na końcu wzmianki o zmianiach w nowszych wersjach, itp.

 

Każde polecenia ma taką budowę:

 

<return_value>script_name(parameters)

 

 

<true or false> bgm_init() - inicjacja biblioteki BASS.DLL

<none> bgm_close() - zakończenie działania biblioteki

<none> bgm_play(filename) - odtwarzanie pliku o nazwie podanej w parametrze

<none> bgm_stop() - stop

<none> bgm_pause() - pauzuje utwór

<none> bgm_unpause() - odwrotnie do poprzedniego

<volume or none> bgm_vol(volume or -1) - ustawia głośność z zakresu 0-100, -1 przywraca wartość

<true, false or 2> bgm_isplaying() - sprawdza, czy utwór jest odtwarzany

 

Mój komentarz:

 

Jeśli masz zamiar odtwarzać mody, xmy itp., polecam bardziej zaawansowany (pisałem art o nim niedawno, poczytaj sobie) JBFMod - ma więcej możliwości. Natomiast dla formatów OGG możesz spokojnie używać BASS.DLL'a.

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