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 theoperations
system enough to create the broken sound stream. Floating point
are SLOW. If you are at all interested in speed, avoid them as best youIf
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").
you can get by with this it'll be much quicker, you just have to becareful
doing arithmetic operations.please see http://www.palmos.com/dev/support/forums/
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 Allplay
I am having a problem with floating point math on the T2. I am try to
sound stream using the sample sound APIs, and when ever I do any kind ofthe
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
same code on the T3 without any problems. If anyone has any suggestionsor
solutions, please help...
Thank you..
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