#770: Sound patch which should vastly help our sound issues.
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 Reporter:  Buginator  |              Owner:                  
     Type:  defect     |             Status:  new             
 Priority:  major      |          Milestone:  unspecified     
Component:  other      |            Version:  unspecified     
 Keywords:             |   Operating_system:  All/Non-Specific
Blockedby:             |           Blocking:                  
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 In a nutshell, if we can't hear the sound, then we kill it (correctly this
  time).

  This is *NOT* the source manager version!

  When you use the cheat 'showsamples', it will show 3 things in the top
  corner of the screen.

  "Que" is used to show how many samples are pending.  (think 'unit lost',
  or "Structure completed" or things of that nature.)

  "lst" is used to show how many samples are waiting to be played.

  "Act" is used to show how many samples are actually playing right now.


  Before, lst would be *huge*, since we didn't really kill off the samples
  correctly, and we were under the impression this had to do with sources.
  That was incorrect, at least partly.
  We still can run out of sources, however, the frequency of this happening
  is vastly improved.  (When the new Source manager is done, this will help
  people that are limited to 16 or 32 voices or less.)

  Since lst had a ton of samples in it, the game thought it was a duplicate
  sample, and didn't add it to the act list.  That is why people would lose
  sound, and then they would hit ESC to improve the issue.

  Remaining items, some samples are *stereo*, which means, those use up 2
  openAL sources.  (Speaking of this, can someone run a utility to tell us
  which samples are stereo, and which are mono?  I know most are mono, so
  just listing the stereo ones is fine.  All the .ogg files in
  data\base\audio\*)

  The music is almost always stereo, and it uses 2 more sources for that as
  well.

  The orientation is ... quirky.  It seems we don't really calculate which
  way the player is facing, or should I say, we don't calculate it
  correctly. check :

  {{{
          playerPos = audio_GetPlayerPos();
          audio_GetPlayerOrientation(&playerForward, &playerUp);
          sound_SetPlayerPos(playerPos);
          sound_SetPlayerOrientation(playerForward, playerUp);
  }}}


  If you are located at the top of the map versus the bottom, then it seems
  the channels are flipped when you go in/out range of things.
  I didn't have time to check the cause of this, other than noticing this,
  both before my modifications, and after them.


  I was thinking this would make a nice patch for both 2.2.2 and trunk.

-- 
Ticket URL: <http://developer.wz2100.net/ticket/770>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Resurrection Project
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