[directmusic] Re: backwards compatibility with xact...

  • From: "Scott Morgan" <scott@xxxxxxxxxxxxxxxxx>
  • To: <directmusic@xxxxxxxxxxxxx>
  • Date: Sat, 26 Jul 2008 10:15:54 -0700

Sorry things are moving slow...I believe we will have this fixed hopefully

And Todor actually responded but it seems to have been rejected:

"Yes, Scott is right. SP1 disables bank selection unless running in GS mode,
which means that DLS, XG, etc., instrument selection will only work with the
first 128 instruments. Which, not only means that DLS won't work for 99% of
the cases, but if you try to use those addresses that do work, you are
conflicting with GM.

But, there is a work around: Send a GS On sysex message and that will fool
it into thinking your application is using GS instruments, in which case it
will support bank selects and your DLS instruments will work again.

If your app uses more than one channel group, you will need to send that
sysex message on each one. (You can do this by sending one on each
audiopath, as long as the audiopath has no more than 16 channels.)


-----Original Message-----
From: directmusic-bounce@xxxxxxxxxxxxx
[mailto:directmusic-bounce@xxxxxxxxxxxxx] On Behalf Of Jesper Kaae
Sent: Saturday, July 19, 2008 3:25 PM
To: directmusic@xxxxxxxxxxxxx
Subject: [directmusic] Re: backwards compatibility with xact...

Ok. Does that mean that we should actually be able to run DirectMusic
applications in Vista without problems in near future? And without
compability mode?
I know I'm very old-fashioned, but I still like using DirectMusic for some
purposes, so I would like to know if I can count on it in the future.


> :(  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

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