Beta version will be available for download in the near future.
Friday 15 January 2010
Thursday 7 January 2010
Saturday 25 April 2009
As you might have noticed, I haven't posted any follow ups on my first blog post on Snowballs yet. I had some ideas planned to talk about, but there's been other work like the NeLSound engine that had higher priority. Since Snowballs doesn't have sound yet, you can see this as work on Snowballs as well, if you wish so. I have also been working on getting the content pipeline up and running. About half of the old broken script mess have been converted to python scripts right now, so it's possible here to pull a whole new landscape trough the content pipeline. There's some stuff outside NeL that I'm working on, as well, which takes up quite a bit of time as well. But more importantly, there's this game I'm *cough*secretly*cough* working on, which I'm using NeL for. This has been producing some pretty nice code that might sometime be modified for use in Snowballs. It's got some useful stuff in there like a login screen that uses CEGUI, with a bunch of changes to the login server to get some more information on the shards in the window.
Last week I've been playing around a bit with sound synthesis, as I was interesting in seeing (or rather hearing) what it takes to get a decently human voice sound from scratch. Given the horribly low amount of documentation you can find on sound (compared to graphics), of course, it was mostly a matter of trial and error, but truly an amazing learning experience. Working purely from code, building up all the harmonics waves manually, was a nice addition to the challenge as well.
Friday 5 September 2008
The project to run NeLSound on top of Microsoft's new XAudio2 API is already nearing it's final stages of development. The driver currently implements all basic functionality required by NeLSound, as well as the some of the environment effects (commonly known as EAX), and has support for the OGG Vorbis music format. I am currently working on adding support for the ADPCM sample buffer format used by NeL to the driver, and I will soon work on the rest of the environment effects implementation as well. Also, the new owners of NeL have made available a new official website for NeL over at http://dev.ryzom.com/, and you can browse the code of the new sound driver at http://dev.ryzom.com/repositories/browse/nel/nel/src/sound/driver/xaudio2.
Sunday 24 August 2008
I have recently started working on an XAudio2 driver for NeLSound, which will allow OpenNeL to make use of Microsoft's new XAudio2 sound library (included in the latest DirectX SDK), in addition to the three sound libraries already currently supported by OpenNeL (FMod, DSound and OpenAL). The project currently does not implement all functionality yet, as the rest of the features will be implemented in the coming weeks, but it already runs the sound_sources sample included with OpenNeL pretty nicely without problems. The code can be downloaded from http://nel.svn.sourceforge.net/viewvc/nel/trunk/nel/src/sound/driver/xaudio2/, and is released, like all other available OpenNeL code, under version 2 of the GNU General Public License.