You could multiply the initial values by 100, then use simple integer math, and divide the final result by 100 after all the calcs are done. Depends on how precise you need to be. Bob.

LeSalle Munroe wrote:

Thanks Tim

I realize that the speed of the processor was the issue.. I am not sure if I
can use your approach, because I am just trying to scale audio samples by
different values which is almost always less than 1.  I will look into it,
adn if necessary I will just have to write my callback in ARM..

Thanks much...
----- Original Message ----- From: "Tim Kostka" <[EMAIL PROTECTED]>
Newsgroups: palm-dev-forum
To: "Palm Developer Forum" <[EMAIL PROTECTED]>
Sent: Thursday, May 06, 2004 7:04 PM
Subject: Re: Floating Piont math on T2





It is possible that the floating point calculations simply slow down the
system enough to create the broken sound stream. Floating point


operations


are SLOW. If you are at all interested in speed, avoid them as best you
can. In many of my applications I use a fixed decimal point to represent
floating point numbers (ie: use a UINT32 "2375" to represent "23.75").


If


you can get by with this it'll be much quicker, you just have to be


careful


doing arithmetic operations.

The T3 has a much faster processor than the T2 which could explain why it
works on one and not the other.

--
Tim Kostka
http://www.nuprograms.com


"LeSalle Munroe" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]


Hi All

I am having a problem with floating point math on the T2. I am try to


play


sound stream using the sample sound APIs, and when ever I do any kind of
floating point arithmitc within my callback it breaks up my stream. Any
other computations, even twice as many, don't cause any problems. I run


the


same code on the T3 without any problems. If anyone has any suggestions


or


solutions, please help...

Thank you..






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