So then the next question would be: how much processing is there *outside*
of the openal calls? is it minimal enough to be considered almost a NOP?

On Feb 7, 2008 8:44 AM, Gerard Krol <[EMAIL PROTECTED]> wrote:

> The sound data that would be stored is the current track playing.
> Scripts can set this and expect to be able to query which one is
> playing. If the scripts select a piece of music with a certain theme and
> feeling, we want that track to play again when the game is loaded,
> preferably even at the point where it left off. A solution would be to
> explicitly notify the script that it is being loaded, so that it can
> restart the music.
>
> Also, the trouble is that it is much more difficult to keep the games
> internal state correct when some pieces of code are sometimes executed,
> and sometimes not. Minimising the amount of conditional code is a good
> thing I think.
>
> - Gerard
>
> Kevin Gillette wrote:
> > the correct way to do it *is* to skip past all sound specific stuff
> > from the game loop when --nosound is used. frankly, there's no reason
> > at all to store any sound-related data in a savegame -- all you lose
> > is about a second's worth of sounds that were initiated just before
> > the save point, just as there is no noticable benefit to storing the
> > animation frame index for cyborgs in a game like this. the benefit by
> > not running all the sound specific stuff is that you save ticks, and
> > not necessarily bring system requirements down, but along with other
> > optimizations, keep them from skyrocketing upwards.
> >
> > On Feb 5, 2008 2:26 PM, Gerard Krol <[EMAIL PROTECTED]
> > <mailto:[EMAIL PROTECTED]>> wrote:
> >
> >
> >     URL:
> >      <http://gna.org/bugs/?10995>
> >
> >                     Summary: --nosound broken
> >                     Project: Warzone Resurrection Project
> >                Submitted by: gerard_
> >                Submitted on: Tuesday 02/05/2008 at 22:26
> >                    Category: Engine: Sound
> >                    Severity: 3 - Normal
> >                    Priority: 5 - Normal
> >                      Status: None
> >                 Assigned to: None
> >            Originator Email:
> >                 Open/Closed: Open
> >             Discussion Lock: Any
> >                     Release: svn/trunk
> >            Operating System: GNU/Linux
> >             Planned Release: None
> >
> >        _______________________________________________________
> >
> >     Details:
> >
> >     The --nosound command line option is broken, using it causes an
> >     assert:
> >
> >     never   : directory: script/binary
> >     never   : directory: script/data
> >     never   : file: SCRIPTVAL cam1a.vlo
> >     wz      : Loading script data cam1a.vlo
> >     script  : allocated space for 27 events
> >     error   : resGetDataFromHash: Unknown ID: 66d7b27 Type: WAV
> >     error   : Assert in Warzone: frameresource.c:579 :
> >     resGetDataFromHash (psRes
> >     != NULL), last script event: '<none>'
> >     warzone2100: frameresource.c:579: resGetDataFromHash: Assertion
> >     `psRes !=
> >     ((void *)0)' failed.
> >
> >     The way --nosound is implemented is wrong, it is better to act like
> >     --dry-run, and perform all operations except the actual openall
> >     calls. This
> >     makes it that you can start a game with --nosound, save, start
> >     with --sound,
> >     and continue (with the sound playing as it would have been).
> >
> >
> > ------------------------------------------------------------------------
> >
> > _______________________________________________
> > Warzone-dev mailing list
> > Warzone-dev@gna.org
> > https://mail.gna.org/listinfo/warzone-dev
> >
>
>
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