Hi,
Here's a thought, release a version for windows soon which uses directX and
etc. Once that is out and generating sales, take as much time as you need to
iron out the audio bugs in the cross-platform version. Most of the gaming
community will be off your back and happily playing, and you can work on
getting the audio right. Once you have a solution, you can either update the
windows version of Mota to use the new engine, or you can just leave it as
is. Another benefit is that you will have actual sales income to defray the
cost of FMOD, Allegro, or whatever audio library you decide to use.
Karl

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, June 12, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Audio Support

Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick support,
etc was much better in the Windows version of the G3D Engine, and I even
agree beta 19 seems like a step backward instead of forward. The problem is
that I want and need a completely cross-platform solution that basically
does what DirectX does that will allow me to build  high quality games  for
my OS, Linux, and still be able to produce Windows versions for my customers
as well.

That said, if Allegro doesn't pan out I'm just going to have to compile a
Windows specific version of MOTA for Windows, and forget it.
 I'll be unhappy about having to maintain a version for an OS I no longer
use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard <woofer...@sbcglobal.net> wrote:
> My thoughts are that if a game relies on accurate sound, then you 
> should go with what produces the most accurate sound.  To a lot of 
> people, MOTA's nineteenth beta is like a game for the sighted gamer that
has poor graphics.
> Direct sound gave the best, smoothest, and most accurate sound.  If 
> that cannot be used, the I suggest taking the time off of game 
> development to work on the custom sound API for the G3D engine If the 
> sound equals or comes very close to the sounds created with direct 
> sound.  Poor graphics won't sell to the sighted gamer, and poor or 
> inaccurate sound won't sell to the blind gamer.  Jumpy performance 
> just won't work for some people once they have heard better.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it 
> to heart.

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