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I am using PSM SDK 1.11.01.

 

I would like to see a constructor for Sce.PlayStation.Core.Imaging.Font that takes a byte array instead of a filename.

 

File IO characteristics are undefined, especially for instancing the same TTF multiple times with different size and FontStyle parameters. This could be especially bad for large fonts.

Please provide low level audio API e.g. W3C WebAudio.

 

I personally prefer WebAudio style API, but someone prefer much lower-level API as AudioData API on Firefox or PortAudio :smileyhappy:

 

Usecases:

- Implement some CODEC like Vorbis/FLAC

- Generate some sound: MOD/XM player, speech synthesis

- ...

 

I think it's better to provide any benchmarks/usecases to improve PSS audio API design... I wish software mixing in C# were fast; low-letency and high-throuput enough.

MML Music Sequencer API

by EmiCharLounge on ‎26-10-2012 01:51 AM
I want to "MML MusicSequencer API" using the waveform buffer, like a "SPC700/SPU".

ex.
1. Sce.PlayStation.MusicSequencer.WaveBuffer
Register the waveform data.

2. Sce.PlayStation.MusicSequencer.MMLBuffer
Register sequence data of song. (convert from "MML Text" to "Inner Binary Format".)

3. Sce.PlayStation.MusicSequencer.Player
Playback of the song played in accordance with the sequence data.
playback_id = MusicSequencer.Player (MMLBuffer ID, priority, BGM | SE)
MusicSequencer.Status(playback_id).Parameters
MusicSequencer.Stop(playback_id)

*priority = Polyphonic control

I have created such a Sequencer, but did not get adequate performance.
http://www.youtube.com/watch?v=D4ueVx9pQ0E


#Sorry, I'm not good at English.

すでに他の方からも要望はあがっているかと思いますが、SPC700やSPUのような波形バッファを用いたMMLミュージックシーケンサーをAPIレベルで用意して欲しいです。

例.
1. Sce.PlayStation.MusicSequencer.WaveBuffer
波形データを登録する。

2. Sce.PlayStation.MusicSequencer.MMLBuffer
MML(Text)をPlayerが認識できるバイナリ形式に変換して登録する。

3. Sce.PlayStation.MusicSequencer.Player
演奏データに従って曲の再生を行う。
playback_id = MusicSequencer.Player(MMLBuffer ID , 優先度 , BGM|SE)
playback_idで各種要素にアクセスしたり演奏の停止・再開等を操作できる。

PSM Studioでシーケンサーを自作してみましたが、SoundPlayerではオーバーヘッドや演算すべき項目が多く速度的に限界がありました。

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