Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.sound Subject: Re: Sound Buffer Date: Mon, 07 Jul 1997 18:59:25 -0500 Organization: (no organization) Lines: 26 Message-ID: <33C182DD.2FE9@charlie.cns.iit.edu> References: <01bc864a$a0432c70$5271df26@disintegration> <33BA2E38.61BEA4C8@micronetics.com> <01bc8af5$d49f94e0$5271df26@disintegration> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Benjamen Siroshton wrote: > I dont want the 1/2 meg. I want the mixing buffer. The buffer the audio is > lastly in before it gets sent to whatever hardware lets you hear the > sounds. This buffer should contain frequencies that we hear but in data > form. > > Is this to sync visual effects with audio? > Yes. :) I got a demo called "snd2lt" from the SCEE Web site, which allows you to play a CD-audio disc, and it puts up a light show in time to the music, including a sprectrum analyzer. It is really cool, and not hard to work with. I modified it a bit to make a few new light displays. It comes with a function called ReadCDDA(), which grabs the current sound buffer, and then you can do whatever you want with it. It's by a person named "Colin" (Last name strangly absent from the Readme/code, so I can't remember exactally which http it came from, but I'm pretty sure it was on the SCEE site. The ReadCDDA() function is in binary form only (you link his "cdfeed.o" object into your code), but maybe you can convince Colin to let us all in on the secret! :-) Ed Federmeyer