Howdy Matt, > > The only thing I would suggest is that it would be really, really, really > > good if we released with the old-and-slow event ss driver if you are not > > able to make the timing in your current experiments consistent. Consistency > > is better than chaos! > > I suppose, except that in-game music and points chimes usually play fine > -- it's usually the more complex introduction pieces that cause the > slowdown. This is your code, so it's your call -- either is an improvement > over the polled soundserver to a degree.
Well, I'd really like your code in, I would have to say. Unfortunately on my machine, I can't get it to work. As it comes out of CVS, I get a black screen and nothing. If I change the line: timeBeginPeriod(0); Sleep(1); timeEndPeriod(0); to: sleep(1); I can get graphics, but no sound (even though the server is doing stuff in the background). (As a side point, didn't we discover earlier this year that timeBeginPeriod() with a parameter of 0 always failed?) So those are the problems I'm currently finding. However, using the event driver before your changes gives sound that is always slow. It's a no-win situation, so to be honest, let's go to release with whatever code you like since neither is perfect! After release (maybe the day after!) I will have a song dump -> MCI server done. Cheers, Alex.
