> Seperate threads for emulation logic and sound generation > isn't feasable for this projct, simply because the sound is > generated from the emulation logic (running the emulator for > 1 frame produces 1/60th of a second's worth of sound, for > example -- it's not like I'm playing fixed sound files like > wavs or whatever).
Actually, that might not be so hard... Most of the current sound API's simply provide a buffer that you fill as and when you see fit, and the sound driver empties that in "real time" for you - so all your emulation engine has to do is stuff the audio data into that buffer whenever it can, and the sound driver will take care of replaying it at the right speed for you. > The NES actually runs at a somewhat > awkward 60.1 Hz... and produces a fixed amount of audio > samples each frame. 60.1? Really? That is weird... I'd have expected it to be 59.94Hz, so that it matches the (2 x 29.97Hz) of an NTSC picture. I wonder why it's not? Mind you, I doubt any human can perceive the difference between 60Hz and 60.1Hz in a game engine, so it's maybe not too much of an issue? SELEX Sensors and Airborne Systems Limited Registered Office: Sigma House, Christopher Martin Road, Basildon, Essex SS14 3EL A company registered in England & Wales. Company no. 02426132 ******************************************************************** This email and any attachments are confidential to the intended recipient and may also be privileged. If you are not the intended recipient please delete it from your system and notify the sender. You should not copy it or use it for any purpose nor disclose or distribute its contents to any other person. ******************************************************************** _______________________________________________ fltk mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk

