On Mon, Jul 19, 2010 at 11:49 AM, Ben Noordhuis wrote:
> On Mon, Jul 19, 2010 at 04:48, Michael Menegakis wrote:
>> Removing that "buffering" check completely I saw no crashes or CPU
>> increase when spamming audio on timescale 10. Is it needed?
>
> Not as such. I believe it's a safeguard to prev
On Mon, Jul 19, 2010 at 04:48, Michael Menegakis wrote:
> Removing that "buffering" check completely I saw no crashes or CPU
> increase when spamming audio on timescale 10. Is it needed?
Not as such. I believe it's a safeguard to prevent too many identical
samples from playing simultaneously but
Removing that "buffering" check completely I saw no crashes or CPU
increase when spamming audio on timescale 10. Is it needed?
On Mon, Jul 19, 2010 at 3:41 AM, Michael Menegakis wrote:
> I FOUND IT.
>
> changing to
>
> allowed = 12;
> if (entityNum == listener_number) {
> allowed = 24;
> }
>
> wh
I FOUND IT.
changing to
allowed = 12;
if (entityNum == listener_number) {
allowed = 24;
}
what was
allowed = 4;
if (entityNum == listener_number) {
allowed = 8;
}
in S_Base_StartSound()
fixed it.
now, why exactly .. hm :D that's up to someone that's better at it.
On Sun, Jul 18, 2010 at 7:5
ok definitely a sound files / over time issue, on timescale 0.5 it does not
occur.
Easy way to reproduce here:
/devmap something in urban terror
get G36 weapon
spam it with /give ammo on a key
at about 2nd or 3rd clip it begins to lose sounds.
On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis
On Sun, Jul 18, 2010 at 11:40 PM, |ALPHA| Mad Professor <
alpha.mad.profes...@gmail.com> wrote:
> Try fooling around with s_sdlChannels maybe?
>
that's just mono and stereo.
___
ioquake3 mailing list
ioquake3@lists.ioquake.org
http://lists.ioquake.org/l
Try fooling around with s_sdlChannels maybe?
On Sun, Jul 18, 2010 at 1:02 PM, Michael Menegakis wrote:
> Add: not there on an old binary without sdl.
>
> On Sun, Jul 18, 2010 at 7:57 PM, Michael Menegakis wrote:
>>
>> Add: This is on Windows 7 x64 and a common onboard realtek.
>>
>> On Sun, Jul
2010/7/18 Thilo Schulz
> On Sunday, 18. July 2010 19:02:10 Michael Menegakis wrote:
> > Add: not there on an old binary without sdl.
>
> The sound mixer can only play a given number of sounds in parallel. If this
> number is exceeded, sounds will be dropped. This is normal behaviour.
>
How can t
On Sunday, 18. July 2010 19:02:10 Michael Menegakis wrote:
> Add: not there on an old binary without sdl.
The sound mixer can only play a given number of sounds in parallel. If this
number is exceeded, sounds will be dropped. This is normal behaviour.
--
Thilo Schulz
signature.asc
Description
Add: not there on an old binary without sdl.
On Sun, Jul 18, 2010 at 7:57 PM, Michael Menegakis wrote:
> Add: This is on Windows 7 x64 and a common onboard realtek.
>
>
> On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis wrote:
>
>> When using the binary from the website, spamming an automatic
Add: This is on Windows 7 x64 and a common onboard realtek.
On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis wrote:
> When using the binary from the website, spamming an automatic weapon (e.g.
> G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur
> on openal. It gives
When using the binary from the website, spamming an automatic weapon (e.g.
G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur
on openal. It gives the impression rate of fire is lower but it's only the
audio, number of bullets still go down fast.
Do you know what may be ca
12 matches
Mail list logo