Path: chuka.playstation.co.uk!news From: "Alex Herbert" Newsgroups: scee.yaroze.programming.sound Subject: Re: Sound newbie seeks advice Date: Sun, 14 Feb 1999 15:28:22 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 35 Message-ID: <7a6qdn$6p31@chuka.playstation.co.uk> References: <36C097D9.9FE74F5@yahoo.com> NNTP-Posting-Host: th-usr00-11.ndirect.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Ed Fear wrote in message <36C097D9.9FE74F5@yahoo.com>... >Heya all! > >I'm loading my .seq file into memory, and in order to play it I need to >have a .vb and .vh file into memory. The tutorial that I am using, >Sound For Dummies, loads a set of .vb and .vh files called std0.vb and >std0.vh - but the .vb file is 300kb, and this completley mucks up >everything because I need more space! Can you make a 1 second sound >file, split it up into .vb and .vh files and use these instead? > >I'm a newbie, so can you explain this in as plain english as you can? > >Cheers in advance, > >Ed :) >http://www.netyaroze-europe.com/~gookaloo > Just a couple of points. As the std0 files are on the boot CD (and are also present on the OPSM cover disks etc), you can safely load them at run time. So, once you've transferred your TIM files into VRAM, you can load the std0 files over the top of your TIMs. Also, once the vb file has been loaded into SRAM, the copy in main RAM is no longer required, so you could reuse that memory. You could, for example, put your GPU packet workspace here. Don't destroy the memory occupied by the vh file though 'cos the sound functions need that data to work. Herbs