:( There is a bug in Vista SP1. It has something to do with the method of bank switching used. I know we gave Todor a workaround for it. Hopefully we'll have this fixed sometime soon. Truly sorry for the trouble this might cause. -Scott Morgan This posting is provided "AS IS" with no warranties, and confers no rights. -----Original Message----- From: directmusic-bounce@xxxxxxxxxxxxx [mailto:directmusic-bounce@xxxxxxxxxxxxx] On Behalf Of Jesper Kaae Sent: Saturday, July 19, 2008 7:07 AM To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Re: backwards compatibility with xact... Hi everybody - if anyone is still there Earlier I could run my DirectMusic productions on Vista when setting the compatibility mode to XP (SP2). Now (after downloading updates to Vista I guess) I can run my productions in Vista without compatibility mode, but dls-files won't play. Only sounds from the canvas will play. Same thing happens when running in compatibility mode. So just like Aaron I have experienced that vb scripting don't seem to be the problem when running DirectMusic on Vista, but what is the problem then? Jesper Kaae > We used DirectMusic in Unreal2, and I tried running it in Vista 64 today, > and ran into the issue with Script Tracks not working. Unfortunately, > setting the compatibility mode to XP(SP2) didn't seem to help. Anyone > have any more specifics on this issue? I see Microsoft has a hotfix > (http://support.microsoft.com/kb/943253) for DirectMusic, but it appears > to be timer related (and I just got a response from them saying they don't > have a 64-bit version of the hotfix anyway). I also dug up the original > DMP project for the Unreal2 Intro, and it exhibits the same problems there > (even with compatibility mode set to XP) - the events in the Script Tracks > are not getting sent. They work fine if I manually trigger them in the > script editor, so it seems to be more of a Script Track issue than vb > script specific. > > On licensing the UE3 sound engine: While I cannot speak for Epic, it seems > like it would be rather difficult to extract since their tools are unified > (everything depends on everything else). It uses Kismit, which uses > UnrealScript, which is used for serialization, etc. So you quickly pull > in the whole ball of wax. That said, they've always seemed open to > creative licensing agreements, I just don't know what you'd do with just > the audio portion (if you could even define clearly what that is). > > Aaron Leiby > > > Original Message: > > From: "Jesper Kaae" <jesperkaae@xxxxxxxxxxxxx> > To: directmusic@xxxxxxxxxxxxx > Date: Fri, 9 Nov 2007 18:12:40 +0100 (CET) I?m having problems running my > DirectMusic productions on Windows Vista, > unless I run them in the Windows XP compatibility mode. Again this is > probably because of the vb scripts. > > I have never understood and will never understand why the concept of > DirectMusic had to die such a tragically death. > > Jesper Kaae > > > > > >> I glad there are some DirectMusic guys still around, thanks again for >> responding. I'll have to test out the DirectMusic games that I did >> that used vb scripting. BTW, this feels very familiar, Beatnik >> anyone? Alas, iXMF you're are only hope. >> >> Does anyone know if there is a similar email subscription list for >> XACT? After exploring it over the last couple of days, I'm surprised >> they dropped all midi and dsl support in it. Rhythm action games >> look like they might be a lot more difficult to do in XACT, but I'll >> be finding out in the next few weeks whether we use XACT, or some >> other audio middleware solution. >> >> On another note, Alexander Brandon spoke pretty highly about the >> Unreal sound engine in his Mix magazine article. >> >> http://mixonline.com/basics/education/audio_audio_middleware_part_2/ >> >> Out of curiosity, has anyone licensed just the audio portion of the >> Unreal engine? Do they offer such a thing? I don't have any >> experience with it. >> >> Thanks! >> >> --Michael Sweet >