Lace
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  • Code:
    MOV DWORD PTR SS:[EBP-0C],EAX
    Oh, whoops, I messed up. I thought it was storing [ebp-c] into eax, now I understand.
    Slightly more offtopic, but do functions always store their "results" to eax?

    Code:
    Mov eax,[ebp-8]
    Does that mean that weapondata is stored to [ebp-8]?

    Thanks for all the help, and sorry for all the questions. =P
    Cool. So will [4A5AE0]+4 always be stored to [EBP-C] (by always I mean after 421900 is called)? And does that mean that [4A5AE0]+8 will be stored to [EBP-10]?
    Also so what's with the stuff in the compendium such as "WeaponData.something +0C"? Does that mean that when you're checking for the value of that part of the weapondata it will be stored in [EBP+C]?
    I'm sorry, that might've been hard to understand.

    Also for that last bit of code I think you mean JZ C. JZ B in that case does nothing.
    Okay.
    I still don't understand how you would check for specific item numbers, I'm not sure where EBP comes into play. Is something causing EBP to change depending on the first parameter or something? I've never understood this [EBP-#] stuff.
    I lied earlier, my story did not actually begin with my attempts to play wav files in Java. I actually began quite a bit earlier, when I was actually synthesizing audio from scratch, but, rather than trying to play it in real time, I would just write my output to a wav file.
    I have not tried bit-depths other than 8 and 16, though I don't see much need to. There isn't really a point to using a non multiple of 8 bit depth, since the integer values have to line up on byte boundaries (i.e. if you had a bit depth of 13, you'd be wasting 3 bits per sample frame, or 6 if you have 2 channels). Bit depths of 24 and 32 are not unheard-of, but imo the slight increase in quality is pretty much imperceptible and not worth the extra bytes.
    I seem to recall that, on my computer, it only supports signed, little endian data. I would assume that it does not support a number of channels other than 1 or 2.
    I have not thoroughly investigated what formats are supported on what machines, though this would certainly be worth doing at some point.
    It is thrown if your sound card is already too bogged down with stuff to play (I think, though this has never happened to me), or if your AudioFormat is not supported by your sound card.
    Notice the need for a "throws LineUnavailableException" clause. This exception can be thrown by the AudioSystem.getLine method.
    Indeed.

    So, yeah, we can create an AudioFormat by specifying a sample rate, bit depth, number of channels, signedness, and endianness.
    Yep, just had to figure out where it was I had posted it (it was in page 59 of the csrp2 thread btw).

    And now... postathon!
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