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.





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