Hi,

> You're welcome. It might verify my observations further if you add a check
> where the timer calculations are done and make sure currentime - lasttime
> are always > 0. If not, print out an error. It would be interesting to see
> if that error is printed when the game starts to go goofy.

This is done using the song_sleep_time() and song_next_wakeup_time()
functions in sound.c, and happens in soundserver.c in a do {} while();
loop starting on line 207 (damn, this code looks ugly).

llap,
 Christoph


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