Re: [ioquake3] Base Audio issue

2010-07-19 Thread Michael Menegakis
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

Re: [ioquake3] Base Audio issue

2010-07-19 Thread Ben Noordhuis
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread 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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread |ALPHA| Mad Professor
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread 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. -- Thilo Schulz signature.asc Description

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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

[ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
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