This is correct; this is just an example showing the problem.  In my real
program (a drum sequencer), I load a number of samples which correlate to
various elements in a drum set, then play a bunch of stuff.  At some point
in the future, the user can switch to a different set.  When they do this, I
unload all sound objects, unload the mixer, and reload everything.  I unload
the samples to save memory; there are potentially hundreds of MB of samples
for a single set, and I don't want to leak memory if the user repeatedly
switches back and forth.

As for setting the volume on the channel instead of the sound object, I need
to be able to play the same sample multiple times with different volumes.
For instance, think of playing a cymbal - if you hit the cymbal two times in
quick succession, the first at volume 1.0, the second at 0.5, you would want
to hear the samples playing at different volumes.  If you set the volume on
the sound object, when you play the second sample, the first sample's volume
is reduced as well.


Everything in my main program is working, but just the unloading / loading
code fails.

If you want to see a copy of the real program, let me know, but it is much
more complicated than this simple test case.  I just included the elements
here which demonstrate the problem.

Cheers


On Tue, Jul 1, 2008 at 1:37 PM, James Paige <[EMAIL PROTECTED]> wrote:

> On Tue, Jul 01, 2008 at 11:43:42AM -0700, Ian Mallett wrote:
> >    Note that if this were to work (init/deinit aside), the sound would
> start
> >    playing, then the mixer would be deinited immediately, so you would
> likely
> >    hear nothing or at most ten little clicks.
> >
> >    I'm curious about this problem--why deinitialize the mixer between
> >    sounds?  Are they all different bitrates?  Why micromanage channels?
> >    sound.play() should work equally well.
> >
> >    Ian
>
> If I understood the original poster correctly, he was only presenting
> that code as a test case. I believe his real intention would be to
> re-init sound according to user-specified settings within an "Options"
> menu inside a game.
>
> ---
> James Paige
>



-- 
Wyatt Olson
http://thecave.homeunix.org

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