Yeah, I've been thinking about that possibility. I've been considering
converting the SpeakMessage function over to stream speech files
instead of outright loading them into memory everytime something needs
to be spoken/read aloud. In my opinion loading everything that needs
to be spoken numbers, status messages, etc probably adds too much
overhead to load it all into memory. Streaming them appose to loading
them would allow them to be decompressed and played on the fly without
the time required to fully load them into memory at once. I'm curious
to know which way you handle it in Q9 and your other games.
On 12/15/10, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Thomas,
> Just some quick suggestions. If I were you I would either load the speech
> files into memory at the start of the level, or stream them. This will allow
> you to keep the audio quality high and get responsive feedback as well. Even
> with speech, 22050 hZ versus 44100 hZ still makes a great difference in my
> opinion. Streemway implements streaming sounds on top of DirectSound by
> using timers and re-filling a looping buffer in real-time, since as you know
> DirectSound doesn't support streaming natively.
> Kind regards,
> Philip Bennefall
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