Hi Philip, Yeah, I've been thinking about that possibility. I've been considering converting the SpeakMessage function over to stream speech files instead of outright loading them into memory everytime something needs to be spoken/read aloud. In my opinion loading everything that needs to be spoken numbers, status messages, etc probably adds too much overhead to load it all into memory. Streaming them appose to loading them would allow them to be decompressed and played on the fly without the time required to fully load them into memory at once. I'm curious to know which way you handle it in Q9 and your other games.
Smile. On 12/15/10, Philip Bennefall <phi...@blastbay.com> wrote: > Hi Thomas, > > Just some quick suggestions. If I were you I would either load the speech > files into memory at the start of the level, or stream them. This will allow > you to keep the audio quality high and get responsive feedback as well. Even > with speech, 22050 hZ versus 44100 hZ still makes a great difference in my > opinion. Streemway implements streaming sounds on top of DirectSound by > using timers and re-filling a looping buffer in real-time, since as you know > DirectSound doesn't support streaming natively. > > Kind regards, > > Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.