Removing that "buffering" check completely I saw no crashes or CPU increase when spamming audio on timescale 10. Is it needed?
On Mon, Jul 19, 2010 at 3:41 AM, Michael Menegakis <[email protected]> wrote: > I FOUND IT. > > changing to > > allowed = 12; > if (entityNum == listener_number) { > allowed = 24; > } > > what was > > allowed = 4; > if (entityNum == listener_number) { > allowed = 8; > } > > in S_Base_StartSound() > > fixed it. > > now, why exactly .. hm :D that's up to someone that's better at it. > > On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis <[email protected]> wrote: >> >> When using the binary from the website, spamming an automatic weapon (e.g. >> G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur >> on openal. It gives the impression rate of fire is lower but it's only the >> audio, number of bullets still go down fast. >> >> Do you know what may be causing it? Bug or settings? > _______________________________________________ ioquake3 mailing list [email protected] http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
