Path: chuka.playstation.co.uk!news From: "Peter Armstrong" Newsgroups: scee.yaroze.freetalk.english Subject: Re: samplind audio cds in game Date: Wed, 3 Jul 2002 13:28:23 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 24 Message-ID: References: <01c22146$d8cf8060$d387933e@pal-s-omnibook> <01c22272$629d7e60$c675933e@pal-s-omnibook> NNTP-Posting-Host: modem-253.awesome.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 "pal" wrote > Peter Armstrong wrote in article > ... > > I think the ReadCDDA function is the only way to read in cd audio, and I > > can't think of any demos apart from snd2lt that use it. > > too bad... > > > I had a quick play with it at one time, but nothing more than that. > > ...any result or ideas with detecting things like beats or patterns in the > music? I can't really remember how it worked, something along the lines of setting up a memory buffer and copying in a sound sample at set intervals, maybe at each vsync. I don't know if it's buffering all the sound or just a fragment. I couldn't say if there's enough info for something like a beat counter, but looking at snd2lt running it may well be possible. Peter