Re: [Pipmak-Devel] new features in Pipmak
Status: Alpha
Brought to you by:
cwalther
From: Aidan G. <wgs...@ih...> - 2008-10-06 21:28:11
|
Christian Walther wrote: > How about adding a "duration" method to sounds, so that you could query > the duration and use pipmak.schedule? That should be trivial. That should work just fine for what I want to do, since I don't need *seamless* concatenation of sounds. > Neither of these approaches would be accurate enough for seamless > concatenation of sounds, due to Pipmak's synchronous frame-by-frame > design. For that, you'd have to queue the sound buffers into the same > OpenAL source, while currently every Pipmak sound has its own source (so > that sounds can play concurrently). > > That should be easy to add, but can you elaborate a bit on how you'd use > it? I'm not convinced there's no bug involved or there isn't an easier > way of achieving your goal. > > Engine settings should be restored automatically from saved game files > (if they aren't, that's a bug). For your own custom settings, how is > restoring them to the state table not sufficient, what exactly would you > need to do in that hypothetical "onloadsavedgame" handler? Maybe I should explain it in a different way: parts of the engine state that aren't game-specific (i.e. joystick speed, screen resolution, mouse mode, etc.) don't get saved. So I was thinking of saving the user-specified values for these variables in the state table, but then there's no way to automatically change the engine state when a saved game is loaded. So, basically, I just want a way to save the *entire* engine state in a saved game file. |