well its bigger because for whatever reason we are running uncompressed files in the game.
At 07:05 p.m. 2/10/2010, you wrote:
is it just my computer or is it very laggy
also, why is the game so much bigger?

On 10/1/10, shaun everiss <sm.ever...@gmail.com> wrote:
> aah ok.
> I have issues grabbing the gems and killing the enemies because I
> can't hear them that well or rather at all while far away.
> At 05:28 p.m. 2/10/2010, you wrote:
>>Hi Shaun,
>>Actually, the audio issues you are describing aren't bugs at all.
>>That's just the way OpenAL processes audio output. As you pointed out
>>the sounds aren't being panned but are being processed through
>>OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
>>does not have a simple pan control like DirectSound has and all sounds
>>  have to be processed via 3d positioning weather you want to or not.
>>Which explains why the sounds are low. In the previous versions I
>>could control the volume of the sounds with the DirectSound
>>SetVolume() function. Well, with OpenAL if you use SetPosition() to
>>control positioning it uses its own internal calculations to control
>>the volume using 3d calculations which is overkill for this kind of
>>game. In short, this isn't my fault, but just the way OpenAL is.
>>   As for sounds being in mono instead of stereo again this is do to
>>OpenAL. In order to process a sound using the 3d listener interface
>>the sound has to be in mono not stereo. If the sound is going to be a
>>static sound, and then it can be in stereo, but those that will be
>>processed in 3d have to be mono. So that's why that is.
>>
>>Cheers!
>>
>>On 10/1/10, shaun everiss <sm.ever...@gmail.com> wrote:
>> > Hi.
>> > checked the changelog of beta 14 and its october 1.
>> > Though there is evedence its not done by a long way.
>> > everything was switched to mono on my laptop and although keys
>> > worked, there was no panning and monsters and pits could not be heard
>> > till real close.
>> > Sounds sounded off centre.
>> > Looks like things are in sfml.
>> > one thing to note is that the imput code is real fast I used to have
>> > to hold down esc a long time to exit view but in this version you
>> > really have to be fast else you will hit something you don't want to
>> > hit.
>> > definately though this game is probably not ready yet.
>> > though it was supposed to be released today unless it was not
>> > supposed to be uploaded at all.
>> >
>> >
>>
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