• I'm making a game in Lua.
    220 replies, posted
Oh yeah, Anthoni, is there a way to play music files in this engine you gave me?
[QUOTE=Chad Mobile;19341165]Oh yeah, Anthoni, is there a way to play music files in this engine you gave me?[/QUOTE] There is not. I hope he doesn't mind me answering for him, but I know for a fact that there isn't.
There goes my idea for aquiring an Ipod :(
You can come up with all the ideas you want, but if you can't bring the ideas to life then.. well you know the rest.
I can update it to play music files. I will post an update soon.
[QUOTE=Anthoni_c;19355555]I can update it to play music files. I will post an update soon.[/QUOTE] What library are you going to use?
Wow, thanks Anthoni :v: [editline]08:43PM[/editline] [QUOTE=NullPoint;19355951]What library are you going to use?[/QUOTE] lol dude RIGHT when I clicked post your post zipped in before me :holy:
irrKlang it is really easy... also, testing the first build now.
[QUOTE=Anthoni_c;19356138]irrKlang it is really easy... also, testing the first build now.[/QUOTE] Nice, I would normally use fmod, but after seeing this library I think I will be using it instead.
It is just a quick solution, I was thinking I might code a 2D Engine in which case I would probably use OpenAL. Test Build is working. I am going to hard-code in the include, and Lout, and Lin functions.
[QUOTE=Anthoni_c;19356312]It is just a quick solution, I was thinking I might code a 2D Engine in which case I would probably use OpenAL. Test Build is working. I am going to hard-code in the include, and Lout, and Lin functions.[/QUOTE] Isn't OpenAL a 3D audio library? [editline]09:01PM[/editline] I guess it can be used as 2D as well.
Ah crap, it is only 3D, well don't I look like an idiot. Well irrKlang it is then.
You should expose exit() to Lua as well.
A Gmod Runescape remake. FFFUUUU---
It's already in Lua as os.exit() but I guess I can wrap it to make it easier.
[QUOTE=Anthoni_c;19356549]It's already in Lua as os.exit() but I guess I can wrap it to make it easier.[/QUOTE] Yea, I forgot about the os functions. [editline]09:10PM[/editline] Mainly because most of them were left out of Garrysmod Lua.
I can't wait for this, I just hope my shtuff dont break :byodood:
I can't seem to get Lin working properly in C++, I'm going to go ahead and do it in Lua then work on it later.
[cpp] char c[255]; std::cin.getline(c, 255); lua_pushstring(L, c); return 1;[/cpp] Something like that.
Oh son of a, there is a problem with my include function. Bugs, bugs, bugs, and more bugs. Edit: Hahahahaha. My out function worked fine, I just put the return to 0 not 1. *facepalm*
[QUOTE=Anthoni_c;19357275]Oh son of a, there is a problem with my include function. Bugs, bugs, bugs, and more bugs. Edit: Hahahahaha. My out function worked fine, I just put the return to 0 not 1. *facepalm*[/QUOTE] Happens all the time :smile:
I though it was weird because my code was almost exactly the same as yours.... now all I have to do is get the include function working. Ok it's working... typecasting FTW!
What's wrong with it?
I just fixed it... lol. Writing the Read Me now.
[QUOTE=Anthoni_c;19357714]I just fixed it... lol. Writing the Read Me now.[/QUOTE] Are you going to release full source as well? It would be interesting to see how you did it.
I will release the source to TGE 3 not 2, the code is too messy. Ok it's done! [b]Download:[/b] [url]http://www.filefront.com/15267685/TGE_2.zip[/url] [b]Notes:[/b] When using the include function the file path is now relative to the exe directory not the Lua dir. So include("this.lua") would now be include("lua/this.lua") The new sound functions are: playSound( filename ) & playSoundLooped( filename )
What's with all the dynamic linkage?
What do you mean?
You have 4 dynamically linked library dependencies, most of them could have been statically linked.
It's just easier for me.
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