[coco-devel] fwd from garinh: Copter-Commander AL query
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From: David M. <dm-...@bo...> - 2001-03-12 21:16:37
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Forwarded for archiving... ----- Forwarded message from Garin Hiebert <ga...@tu...> ----- From: Garin Hiebert <ga...@tu...> Subject: Copter-Commander AL query To: dm-...@bo... Date: Sat, 10 Mar 2001 22:41:39 +0000 X-Mailer: KMail [version 1.1.99] Reply-To: ga...@tu... David: I took a look at Copter-Commander today, and have a few comments regarding your request for help on problems with the OpenAL code. The audio seems to be running better on my machine than on some that you mention -- it's a 550MHz Athlon with a Geforce 2 for video and an SB Live for audio. I get 10-12 fps continuously when running the game. Running either esd or OpenAL audio, the game sounds pretty much the same, although it appears that you're playing around with the audio positioning differently with AL -- I didn't do enough testing to make sure on that. When it comes to performance of the AL audio, one thing comes to mind which may help out. I note that whenever any audio is played, an un-used source is being found, then the buffer for that effect is attached, then the source played. For instance, when the machine gun on a copter is being shot, a new source is being used for each shot from the gun, which is requiring a lot of searching through the available sources, attaching of buffers, and "play" calls. A couple of ways come to mind for reducing the number of AL calls. The simplest -- for this game -- would be to allocate one source for each sound effect you might want to play. It seems that you probably have few enough effects that this would work. Then there wouldn't be any searching for sources or buffer attachment required when you want to play an effect. If there aren't enough sources available or if you just want a more flexible audio engine, then you probably want to at least re-work the engine so that it will use single sources for as long as possible rather than continuously churning through new sources while repeating a single effect. Along these lines, I'd be tempted to reserve some sources for popular effects such as the weapons, and then do more sophisticated management of sources for intermittent effects such as people yelling. I look forward to playing this game more -- as I said earlier I really loved Rescue Raiders... Garin ----- End forwarded message ----- |