<snip>
> > Set up a cross-compiler, if only to see what breaks when you change
> > things...  Makes it practical to do large changes :)
> 
> /me whines about windows :p

Hey I don't like windoze either :)

> > > > > SDL_mixer.h
> > > > >         This is crap.  The SDL guys all know it's crap, and it's not part
> > > > >         of SDL proper.  MAYBE it's worthwhile to try and grab the code for
> > > > >         impulse tracker files out of it for dynamic music.  I'm not really
> > > > >         convinced it's even good for that, I've been told that the .it
> > > > >         code has a few limitations.  I haven't actually looked at it to
> > > > >         see if it's salvagable.
> > > >
> > > > The less unnecessary features there are, the better, that's my policy.
> > >
> > > We do want dynamic music at some point and there is some code for it in
> > > SDL_mixer, I just think we could do better to use our own, that's all.
> >
> > Games seem to be moving toward linear formats like mp3 (Serious Sam and
> > others) and wav (SiN, Quake3, and probably a few others), and since mp3
> > is not an option...  wav is easy to play back, and they both allow
> > fading between tracks.
> 
> A lot of people would disagree that SDL_mixer is crap, a lot of people use
> SDL_mixer :) As far as linear formats, the .mod format is still good! Unreal
> Tournament for example used it. .mod formats are far more efficient IMO, and
> they support the oldskool element. As far as music, why not ogg/vorbis?
> Supporting .wav files for music is lame IMO, let's just force people to use .ogg
> :) ogg already sounds better than .mp3 in many circumstances and is royalty &
> patent free. It's perfect for what we need! About the only thing (at this
> present time) that ogg/vorbis doesn't provide are .wav's loop points, (which
> with some creativity you can get around)...

I'm a long time fan of mod and it's derivatives, and there is the fact
that you can use enormous wav's inside a s3m/it/xm, thereby bypassing
any barriers, but the code to play those formats is not easy to write,
and it can be rather demanding on the CPU.

I would not call mod a linear format, it is a musical score to play,
with a set of included instruments (ok that is an over simplification on
many fronts, but anyway), and can jump all over the place, respond to
dynamic music queues (just add some custom effect commands that would be
used in music for the game), etc.

No one on windoze has any idea what .ogg is, and finding programs to
play and create it is even more remote.

.wav is well known and even easier to make than .mp3, that is the
reasaon I'm proposing it.

> > > > > SDL_timer.h
> > > > >         Only milisecond accuracy, I think it is possible for us to get
> > > > >         much tighter tollerances than that on most OSes, but I don't
> > > > >         recall that we actually USE more than that.  If we don't, then we
> > > > >         should consider using SDL's, one less item in sys_${OS}.c..
> > > >
> > > > On windoze the reliable timer (used in Q3, QF, lhnqserver, and various
> > > > others) is only millisecond accuracy, the other one (PerformanceCounter)
> > > > tends to stray over time (the win98 speed cheat bug with original QW) as
> > > > it is based on the cycle counter in the CPU, which is usually slightly
> > > > misjudged in speed.
> > >
> > > *nod*  We should probably be using it - I think we are anyway.
> 
> I would agree, SDL_timer is the most portable thing we can use...
> 
> -EvilTypeGuy

-- 
LordHavoc
Senior Editor for http://www.gamevisions.com
A member of the Brotherhood of The Axe game clan.
Author of DarkPlaces Quake1 engine and mod (
http://darkplaces.gamevisions.com/ )
"War does not prove who is right, it proves who is left." - Unknown

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