I agree that it shouldn't eat cpu when not explicitely asked to play. On
the other hand, I could imagine this being a design choice for (game)
performance reasons. The issue is probably low latency, no need to
restart the sound hardware for each bullet.

I had a closer look at the pygame and sdl_mixer. The call sequence goes 
pygame.mixer.init() -> Mix_OpenAudio -> SDL_OpenAudio and SDL_PauseAudio(0).
The stream will always start playing, there is no way around it and it has been 
like this throughout the history of pygame and sdl_mixer.

Here is the latest and very first version of pygame.  see autoinit() in 
/src/mixer.c:
http://www.pygame.org/ftp/pygame-1.8.1release.tar.gz
http://www.pygame.org/ftp/old/pygame-0.1a.tar.gz

And the same for sdl_mixer, see Mix_OpenAudio():
http://www.libsdl.org/cgi/viewvc.cgi/trunk/SDL_mixer/mixer.c?view=markup
http://www.libsdl.org/cgi/viewvc.cgi/trunk/SDL_mixer/mixer.c?revision=2&view=markup

So, there has to be something else going on. Maybe it's a hardware
thing. I believe some sound cards have hardware mixers and  skip the
software resampling. Could be my crappy onboard sound to blame. Or has
Intrepids sound stack slowed down?

Whatever the reason for the cpu usage, there shouldn't be a silent audio stream 
around anyway.
Maybe mnemosyne really should take care of this. It would be super If that 
happened in 2.0 with phonon, but I'm also willing to contribute a patch for the 
current version. 
Will there be a 2.0 release soon?

-- 
mnemosyne causes cpu usage in pulseaudio
https://bugs.launchpad.net/bugs/290691
You received this bug notification because you are a member of Ubuntu
Bugs, which is subscribed to Ubuntu.

-- 
ubuntu-bugs mailing list
ubuntu-bugs@lists.ubuntu.com
https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs

Reply via email to