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A Costly But Valuable Lesson in Account
Fixed a bug in the Linux system where playing two Binks at once would reset the system sound format. Allowed the Smack and SmackMix instruments to create outdated format Bink audio tracks. You’ll be able to nonetheless use the old Bink library, if you don’t need to update to the new approach (but there’s no purpose not to switch). Did the big switch over to Perforce source code control. IOP from Miles (you possibly can now control the hardware audio immediately, if you want to change Multistream. Fixed a bug in the Windows Miles integration code where stereo audio tracks might not play in the rear speakers accurately. The Miles example shows how to do 5.1 with only a few code changes. All of this is done tremendous cleanly, it requires only a few code changes, and you do not have to do any direct multi-threaded coding at all. For those who request alpha channel assist, and the input movie doesn’t have an alpha channel – we just flip off alpha in the Bink file (rather than encode an all-zero alpha airplane). On Wii, changed the example code to take into account as a lot info about the Wii texture iterators as is public to decrease resampling errors when scaling a Bink video texture.
Grant reference and affiliation: MR/R015600/1; MRC Centre for Global Infectious Disease Analysis, School of Public Health, Imperial College London. Moved the Bink decoder DLL base deal with to keep away from conflicts with some XP SP2 DLLs. Removed the CRT library from the Bink instruments and DLL on Win32 – saves about 60K in the participant and DLL. Added details in the Bink docs about the Bink cross platform pixel shader blitting API (provided in BinkTextures.h). This induced a few API modifications on the GameCube (even for non-MusyX games) because we no longer mechanically assume you might be using AX. Wii, in order that the GX API isn’t left in such a weird state. Made 8-bit audio tracks play on Wii, PS2, PS3, and PSP. Updated a few of the Xbox and Xbox 360 examples to play lumpy data fee movies more smoothly. Fixed a sporadic bug that may trigger DirectSound not to play on NT4. Worked round a compiler bug that would trigger the Bink compressor to crash on some enter recordsdata. Fixed an overflow bug where Bink movies across the 400 MB vary would possibly be preloaded quite than streamed.
Fixed a bug in Bink where the primary frame would be skipped after a go to or a loop round (which also mounted a bizarre downside when Smacking a Bink file). On the PS3, added GCM library example code – now you possibly can get Bink running with a GCM primarily based game nearly immediately. If you are utilizing Bink in a 3D game on Windows, it’s best to undoubtedly update and use the new pixel shader example code. The second bug chosen three indirect stages as an alternative of two, so game state could be incorrectly inherited. Fixed a crash where turning on playback statistics on very slow motion pictures (one frame per second or slower) would crash. Fixed a crash when using waveOut audio output and the `play as quick as potential` body price possibility. On the Nintendo DS, mounted a bug with videos that had little or no data altering from body to frame. Fixed two bugs in the Nintendo Wii GPU color conversion sample code. Added Nintendo DS help! Play Bink motion pictures in your NDS video games as simply as any other Bink platform. Added SPU decompression support on the PS3 – Bink now takes no PPU time at all!
Added support for background decompression on Windows. The big asynchronous decompression release! Bink now helps built-in background decompression on Windows, Xbox 360 and Sony PS3 (using SPUs). All games ought to use threaded decompression now – it is quicker even on single core CPUs (as a result of the blitting takes place concurrently with decompression). Forced the primary Bink frame to all the time be a key frame (avoids surprises if you employ the compression hint window incorrectly). Also added a BinkGetPalette perform to retrieve the worldwide Bink palette. Added a new BinkSetMixBins function to allow the administration of Xbox mix bin vacation spot buffers. Also, RADSetAudioMemory has been eliminated (because solely AX used it) – instead, you now pass in the ARAM callbacks to the BinkSoundUseAX operate. For sound enter files with a .QT or .MOV file extension, we now always attempt QuickTime first. Added extra bulletproofing to the audio body reader to handle further corrupted enter Bink files.