18 May '13 - 20:41
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Un4seen Developments Forum
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linux glx
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Topic: linux glx (Read 379 times)
thedardanius
Posts: 2
linux glx
«
on:
31 May '12 - 17:00 »
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hey,
So Im using BASS for my free game engine (C++). Im currently porting it to linux fomr windows, but I see the some functions require HWND as an argument, and in the tutorial with the download pacakge, they use gtk. But im using low-level glX/Xlib for linux window handling, how should I implement BASS then???
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Ian @ un4seen
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Posts: 15244
Re: linux glx
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Reply #1 on:
31 May '12 - 17:41 »
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A window handle is only needed by BASS_Init on Windows (to initialize DirectSound), so you can just pass it NULL on Linux.
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thedardanius
Posts: 2
Re: linux glx
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Reply #2 on:
1 Jun '12 - 20:36 »
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really??But why do you need directsound on windows if you already have BASS, since Bass works independantly, right??? And on linux, it just works itself, without any dependancies like other lowerlevel libraries???
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Ian @ un4seen
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Posts: 15244
Re: linux glx
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Reply #3 on:
4 Jun '12 - 16:37 »
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Software doesn't communicate directly with the soundcard on a modern OS. Even if that was possible, there are too many different soundcards for any software to feasibly support them all. Instead, the manufacturers provide drivers for the OS to access the soundcard, and the OS provides APIs for other software to access them. On Windows, that means waveOut or DirectSound (if pre-Vista support is required), and DirectSound was chosen due to better performance (hardware acceleration). On Linux, BASS uses ALSA.
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