On Wed, 4 Jul 2001, Taylor Barratt wrote:

> Woo! Matt I could kiss you! (but I'm not gonna) :)

darn! :)

> I briefly tried LSL3, SQ3, PQ2, and LB1 on my P3/Win2K machine (games
> machine) and with the exception of PQ2 they all played their intro music and
> ingame music at-speed (unless cycles were taken away then it would slow
> momentarily, or speed up momentarily). So far I only tried it using the
> MT32. The games seemed a little quicker too. Controls were more responsive.
> Great job.

Excellent!#%&

In win32, the resolution of timers given to a process can be somewhat
unprecise (depending upon the application) unless more precise timers are
requested. This does make a bit of sense -- to me, anyways.

The way this works in win32 is with the timeBeginPeriod and timeEndPeriod
calls. They take one parameter that is the timer resolution that you are
requesting in milliseconds. If you provide 0 as the parameter, the OS
will give you the best resolution it can at the time. I've encased all
time-based calls in FreeSCI  (that I could find) to be encased in
timeBeginPeriod/EndPeriod, which is the fix provided in the bianry you tried.

The resolution the OS can provide is based upon current activity on the
system, etc.

You will notice that sound slows down a bit during scene switches and
things, I don't know how to get around that.


> Now that we've got normal sound, I'll have to do some serious bug reporting.

Cool :)  Why not take a look at the directdraw driver and see if you can
resurrect/rewrite it :)


> What do you think is the most important thing to you developers? Console
> Warnings? Graphic Glitches? Drawing Problems? Audio Cues? *maybe I should
> read the notice for bug reporting on the site again*

Helping to fix bugs would probably be more helpful at this point, since
there are lots of open bugs at this point :) Didn't you say you were a
developer at one point..? :)


> Thanks Matt...great job.

Thanks for the compliment, sorry it took me so long to figure this out.


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