On Mon, Jul 19, 2010 at 11:49 AM, Ben Noordhuis <[email protected]> wrote: > On Mon, Jul 19, 2010 at 04:48, Michael Menegakis <[email protected]> wrote: >> Removing that "buffering" check completely I saw no crashes or CPU >> increase when spamming audio on timescale 10. Is it needed? > > Not as such. I believe it's a safeguard to prevent too many identical > samples from playing simultaneously but the limit seems rather > arbitrary.
I was just thinking it might be prudent to add vars of the type /s_Allow_Same_Sample_To_Play_Multiple_Times "16" (conceptual name only) /s_Allow_Same_Sample_Originating_From_The_Player_Times "32" (conceptual name and random number) I suspect the initial idea was to prevent gameplay/map bugs, i.e. "I don't care if you want to play 1000 times the same thing, the engine will cope but that will also make all other sounds to mute". _______________________________________________ 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.
