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First, the objective of this examine would solely be met if the paucity of data accessible on the topic in educational databases may be mitigated by detection and collation of other public sources of knowledge. Changed the TGA detection code to keep away from matching some QuickTime movie files. Added built-in help for PNGs files with alpha – you no longer have to set up QuickTime nonetheless image help. Fixed an issue where our JPEG reader was detecting motion-JPEG QuickTime movies as a single body JPEG. Fixed an alignment crash when looping movies with unusual frame rates. Added some alignment constraints to pace up file IO on various platforms. Added Altivec byteswappers to the PS3 and Xbox360 build (minor velocity win). Added some docs about utilizing BINKFROMMEMORY with local memory when using the SPU on PS3 (there is a pace hit, but solely about 30% and also you save the system memory). Fixed an edge bug when using BinkCopyToBufferRect with a non-divisible-by-4 width or height and a non-zero left or top offset. Fixed a bug when making an attempt to play non-present audio tracks that have been specified out of order between two good audio tracks.

A bunch of modifications beneath the hood of the Bink audio compressor. Note that this repair is in WiiTextures.c, which is pattern code that you generally integrate into your game, so make sure you merge these changes! Made the screen saver code by no means change the display decision when in preview mode (now solely modifications when the screen saver formally activates). Made it potential to change sound providers after you have got set one (if there are no Bink files open). Fixed the MacOS X player so that it can play compiled Bink EXE information again. Intermediate to advanced learners need one thing they’ll principally understand. You may now highlight and play a number of files at once (both in quick mode and superior). Fixed an issue where the 3DS wouldn’t play sound relying in your thread priorities. Fixed a bug on the NDS where the primary little bit of sound would be muted. Fixed a bug where the Bink player for Mac could not highlight pre-compiled EXE video recordsdata. This led to too slow Smacker files on the Pc and unplayable files on the Mac.

Added a SmackGetKeyFrame operate to the Smacker 4.0 SDK. Added a BinkDX9SurfaceType perform for DX9 games. Added inside SSE versions of memcpy, memmove and memset on Win32. Added SIMD variations of the Bink audio decoder for MMX, SSE, SSE2, PS3 VMX, Xbox 360 VMX, and Sony PS2. Worked round a DirectSound bug on the Xbox where the audio tracks sometimes would not start. Worked around a bug in Xaudio, where it would crash if there have been no audio devices on the system. Fixed a rare clicking bug with stereo audio tracks. Added decoding of Bink audio tracks to the utilities (you can now Bink or Smack a Bink file). Aggregate-allocate all the audio reminiscence, so as an alternative of two allocations per observe, there’s a single big allocation for the entire tracks. Reduced the reminiscence use on each audio monitor down even additional – saves another eight KB per audio track. Added code in the 3DS example to present how to use an Autostack.

Also, added an option to use pre-multiplied alpha during filtering (like resizing) and then convert back earlier than compression. Added a BinkSetWillLoop function that tells Bink that you want to loop the video throughout playback – this lets Bink search back to the beginning of the file to cover the disc seek hitch when you loop around. Exported the BinkFlipEndian32 operate to do quick endian-swapping on massive-endian platforms. Made most platforms default to not loading up the IO buffer (since most are threaded now anyway). Changed the Xbox and Pc SDK to allocate the sound pattern buffer on the stack – saves 16K of world memory. Fixed a bug where the IO thread inherited the stack size of the calling thread, which could lead to rare and laborious to reproduce crashes – everyone with 1.99h should replace. On the Wii, allocate the stack reminiscence for the background threads from the consumer reminiscence callback. Threads are awkward on the Wii, however now that we have now a very good wrapper, we are able to share the entire fancy IO features from other platforms.