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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