Hi!
Very cool that you're looking into this.
You're saying that you're reluctant to use SDL since that would introduce calls into a new API. But doesn't implementing ESD support "manually" give you the same issues? Or is it that the ESD API is close enough to what XScavenger already has that the changes aren't as big as what SDL sound would require?
SDL would have the advantage over pure ESD that it auto-detects and talks to other sound daemons as well (like KDE's ARTS), but of course SDL might have drawbacks. As I haven't really used neither SDL nor ESD I'm unforturnately not the right person to give advice here...
Anyway, I won't be able to look at anything before the end of March, but if you want feedback on anything I will look at it after that.
Regards //Johan
-----Original Message----- From: H. S. Teoh <[EMAIL PROTECTED]> To: [EMAIL PROTECTED] Sent: Fri, 18 Mar 2005 09:25:08 -0800 Subject: Bug#299088: xscavenger: Want sound daemon friendly sound
Hi, just FYI, I've managed to implement a (very rough) prototype fix that makes xscavenger work with esd. Unfortunately, I'm running into some hard problems:
- esd shows horrible latency when in stream mode (which is the easiest to implement on the existing code), making the sound delayed and unsynchronized with game events.
- I've tried to resolve this by using the sample caching feature, which solves the synchronization problem, but it is very inflexible: the falling sound cannot be stopped until the entire clip is played, and I can't play multiple sounds at the same time (which is what xscavenger's internal mixer currently does).
Given these problems, I'm becoming a bit hesitant about esd support. I'll take a look at the SDL code to see how they did it, but I'm inclined not to use SDL because of the way the existing code is written (difficult to port to a new API), and I dislike introducing additional dependencies into xscavenger.
If you're interested in testing out the prototype fix anyway, let me know and I'll send you a testing .deb package. Be warned, though, there's an as-yet unidentified problem with playing the samples through esd, which causes sound distortion. :-)
T
-- "Holy war is an oxymoron." -- Lazarus Long
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