From: Glenn M. <g_...@ze...> - 2002-11-01 04:10:27
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On Thu, Oct 31, 2002 at 07:47:12PM -0800, Chris Danford wrote: > Glenn: Should I begin working on this? I've been out of the loop for a > while and am not quite sure of everything that's going on. How do you think we should implement this? Bass is no good (licensing aside, the concept of a sound-independent timebase is something it doesn't have). Know any libraries that might be able to do all this (or at least give us a foundation)? It's conceptually very simple, but more than most programs do. We also need as little latency as possible; a 50ms sound buffer would throw BM out of whack completely, which probably means the sound will need to be fed in its own thread. Another thing that would be helpful to do here: lose the distinction between "stream" and "sample" entirely. Just have sound objects, stream all sounds from disk (buffering, of course), and prebuffer some constant amount from each sound (to eliminate startup latency). I mentioned this before, I think. > In my spare time the last couple days, I've been building an new program > shell (window code, toggle fullscreen code, input code) using only SDL > and OpenGL. How did you end up handling refresh rates? -- Glenn Maynard |