Hi,

OK, I finally had a closer look now- what I said last time was from
memory, and it seems to have been pretty lacking in terms of correctness.
I must apologize for this.

> In some parts of the code, there are calls to the sound_command() via
> gamestate->sound_server->command(). In most others, a call to sound_command() 
> only is made, rather than through the game state pointer. Why?

sound_server->command() seems to be the new, abstracted 'command'
function. It seems to map to sound_command() in all cases.
It could be mapped to something else, though, so calling sound_command()
directly is no longer the correct approach- these calls should be
considered to be bugs.

> Why are some calls made to suspend (or resume) sound via
> gamestate->sound_server->resume() and some to sound_command() with the 
> SOUND_COMMAND_SUSPEND_SOUND parameter?

sound_suspend() and sound_resume() were originally convenience functions
which seem to have made their way into the sound server API. Both are
equal; I assume that the reason they were provided in this way was to
allow implementors to use a different way to suspend the sound server
(such as sending a SIGHLT).

Again, this would mean that sound_server->resume() and
sound_server->suspend() would be correct calls, althought the alternative
should always be semantically identical (may have a worse performance or
latency, though).

> Sorry about the mix up. Aagh!

No problem- sorry for me erring in my last mail!

llap,
 Christoph


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