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 > > > > > _______________________________________________ > Warzone-dev mailing list > Warzone-dev@gna.org > https://mail.gna.org/listinfo/warzone-dev >
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