On Mon, Jul 19, 2010 at 11:49 AM, Ben Noordhuis <[email protected]> wrote:
> On Mon, Jul 19, 2010 at 04:48, Michael Menegakis <[email protected]> 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 the limit seems rather
> arbitrary.

I was just thinking it might be prudent to add vars of the type

/s_Allow_Same_Sample_To_Play_Multiple_Times "16" (conceptual name only)
/s_Allow_Same_Sample_Originating_From_The_Player_Times "32"
(conceptual name and random number)

I suspect the initial idea was to prevent gameplay/map bugs, i.e. "I
don't care if you want to play 1000 times the same thing, the engine
will cope but that will also make all other sounds to mute".
_______________________________________________
ioquake3 mailing list
[email protected]
http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
By sending this message I agree to love ioquake3 and libsdl.

Reply via email to