Re: Does holding sounds in memory make sense?

2017-12-27 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector
Re: Does holding sounds in memory make sense? Yeah, I basically do it that way just to save memory as soon as it's not needed, nothing else. One of my games has to use up an entire gig of RAM, so freeing it immediately rather than on exit or waiting for the system to do it on its own

Re: Does holding sounds in memory make sense?

2017-12-26 Thread AudioGames . net Forum — Developers room : roelvdwal via Audiogames-reflector
Re: Does holding sounds in memory make sense? @lukasWhy would you destroy your preload array at all? is it to save memory? If a program doesn't use specific resources for a long time, Windows will move it's data to the page file. So is there any advantage to do it that way? URL: http

Re: Does holding sounds in memory make sense?

2017-12-25 Thread AudioGames . net Forum — Developers room : Trajectory via Audiogames-reflector
Re: Does holding sounds in memory make sense? The first time you load a sound, BGT decodes and decrypts the sound as necessary and stores it in memory. If you then create another sound object and load the same sound with it, BGT knows this is what you're doing and so you get a second sound

Re: Does holding sounds in memory make sense?

2017-12-23 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector
Re: Does holding sounds in memory make sense? Yeah, and this is similar to what the BGT cloning feature does. When you first load a given sound, it stores its metadata in memory somehow, don't ask me how exactly, so that every other time you load that same sound with the same name

Re: Does holding sounds in memory make sense?

2017-12-23 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector
Re: Does holding sounds in memory make sense? So probably Code #3 with some way to distinguish needed sounds?@Lukas: what do you mean by 'BGT's cloning feature'?Yeah, I am developing bgt kit, in each language which I am planning to seriously use, avoiding Python. In c++ it have lots

Re: Does holding sounds in memory make sense?

2017-12-22 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector
Re: Does holding sounds in memory make sense? If you are creating a BGT kit in C++, you should definitely consider implementing BGT's cloning feature as well as porting the sound_pool include class.For games, you definitely need to make sure that all the sounds that are going to be needed

Re: Does holding sounds in memory make sense?

2017-12-21 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector
Re: Does holding sounds in memory make sense? Something to add to post 2: if you have long sounds, like music, that's more than 3 minutes long, best to stream it. Streaming goes at the speed of the drive it's getting the data from, but that's not much of an issue any more. URL: http

Re: Does holding sounds in memory make sense?

2017-12-21 Thread AudioGames . net Forum — Developers room : roelvdwal via Audiogames-reflector
Re: Does holding sounds in memory make sense? Especially when your game will grow, unloading and reloading sounds in quick succession is very inefficient. Therefor what I usually do (in python, bgt automatically knows when you try to load the same sound more then once, so this won't apply

Does holding sounds in memory make sense?

2017-12-21 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector
Does holding sounds in memory make sense? Hi folks, especially programmers,I have a small debate yesterday with my friend about programming.We have discussed many topics, but one interested me much. So, to introduce our conflict, read this piece of c++ code://Code #1 #include timer