Simple clock/timer for Rockchip's players
1 Attachment(s)
Hi guys,
Sorry for my English. "Menu" - setup the clock or the timer ( "V+" - increase time, "V-" - decrease , "Menu" - for the next digit) "Long Menu" - exit application "|<<" - start the timer (bell on 00:00:00 ) ">||" - Stop/Continue ">>|" - start the clock The applications set up internal clock to 12 MHz ( I am not sure that it is supports for all models ) |
This is a good idea sig11.
I will test it out on my player. :D |
Thanks for this application! :)
I can't hear a bell - when the timer becomes zero, there's only quiet hissing :( |
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Sounds
Yes, I have sounds and music in all games created by Rockchip company,
and simple apps for testing like Data-Viewer. So, there's no any problem with my RK2608 320x240 player. Were the Xonix and Chess created with sounds? :confused: |
Another member flasher86 has made sound work, here is what he writes:-
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This works ok on my player Rockchip Rk2608 320x240 screen.
Even the alarm sounds when it counts down to zero, it sounds like an old style telephone by the way. :p |
If someone wants to know how to increase frame rate of PCM Audio in RKP platform, you can use this code (if you dont want to digg through the forum).
Define write memory function somewhere in your header file: Code:
#define write_mem(address, value) (*((unsigned int volatile*)(address)) = (value))Default 11025Hz: Code:
write_mem(0xF408, 0x0006);Code:
write_mem(0xF408, 0x0006);Code:
write_mem(0xF408, 0x0006);Code:
write_mem(0xF408, 0x0006);Code:
write_mem(0xF408, 0x0006);Code:
write_mem(0xF408, 0x0006); |
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Code:
(*MusicOn)();Why it not works on the all players? |
It should be as follows:
Code:
#define write_mem(address, value) (*((unsigned int volatile*)(address)) = (value))btw, on which players it doesnt work? |
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It doesnt work on WIZARD's player |
Music.rar
here you have got a sample RKP file with random song included. It's the best playback quality available on RKP platform using standard functions. The sound file is prepared using Sony Sound Forge. Its converted from mp3 file, downsampled to 8-bit stream. The left channel is located in the beginning of the file, and right channel is pasted just after left channel at the middle of the file. The output sound file should be MONO (though it has two channels sequentially), 8-bit, UNSIGNED PCM. Sample rate is unchanged 44100Hz. The source is included. |
Music
I'm launching it, and...
I can hear the music! :eek: This RKP File has a working sound! Sig11, you could implement the MoveSound into Chess by the similar way! :rolleyes: |
hmmm, its good its working on your player WIZARD.
Although I am not sure why you have problems with this in your own programs. As far as I noticed, GDK is very buggy. Sometimes it doesn't add file to the resource as it suppose to. For example "other" type of resource doesn't work at all!! I tried many times, and in many ways to add it but with no success. Maybe it's just on my system, but when you compile your program make sure that in GDK the resources are added as they should (compare file size manually). Maybe that's why there was no sound in your apps. |
That's because this GDK I've got from chinese is Beta version.
And it's nearly impossible to get the normal one, without bugs. |
Hey WIZARD, can you check if this snake with sound works on your player.
http://www.sendspace.com/file/2z1bbg I have had a problem that any game with moving graphics doesn't work (stutters)with sound at above 11025 Hz |
NewBigSnake
Yes, the sound is working! :rolleyes:
Is it 11025 Hz or 44100 Hz ? |
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anyway here is flipped screen snake. http://www.sendspace.com/file/qkdcbj |
Hmmm, don't use 44100Hz in games. I also noticed that it makes problems. Instead, use 22050 or 32000. With these you can work fine, and even 22050 is a lot better quality than 11025Hz.
If you're having problems anyway, try to increase CPU freq. I test all my projects at maximum 72MHz. Currently I am creating a nice looking game with pretty complicated real-time generated intro and it doesn't even slow down with background music and samples at 22050Hz. I decided to not include higher sample rate because I don't get better quality anyway - as we work with 8-bit sounds only. The major issue of 8-bit sounds is a steady white noise which cannot be avoided. But the funny thing is that this noise is louder with higher sample rate. So my recommendation to use 22050 is fully reasonable. And yes, we cannot mix sounds at different sample rates. The sounds playing at the same time must have the same sample rate. |
Snake Horizontal&Sound Version
I've noticed a bug: the background music plays only for two times;
so, after ~~50 eaten berries you will hear only the "WakeUp" sounds. |
hi WIZARD.
You can increase the number of times it plays, just change the last parameter 1 (playtimes) in the line:- (*MusicChannelAsk)(RESOURCE_MUSIC, TUNESIZE, 1, 160, 1);//play tune in channel 1 0 is play once 1 is play 2 times 2 is play 3 times etc. It's not a bug, I just decided that the tune might get annoying so just set it to play twice. This version also has a pause game option. btw here's Tetris2 with sound and mpx easter egg. http://www.sendspace.com/file/nm0c3y |
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