lynx Posted April 9, 2016 Share Posted April 9, 2016 it started with 4096, but got doubled later ("double buffer size to ~93ms"). I guess it's more of a problem that half of the plugin is not implemented, so there is not enough data fed in (was likely tested with bg2). What you mention are ambient sounds and as you can see further down, that's just a stub right now. Link to comment
vanfanel Posted April 9, 2016 Author Share Posted April 9, 2016 What do you mean it's a stub right now? I am not a native english speaker. Do you mean some ambient sounds are uninmplemented on the SDLAudio plugin? Are some of them also unimpemented on the OpenAL plugin? Link to comment
lynx Posted April 9, 2016 Share Posted April 9, 2016 A stub is a function that is not fully implemented. You could think of it as a placeholder. This plugin is littered with TODOs (it's basically a quick performance hack). int SDLAudio::QueueAmbient(int, const char*) { // TODO: ambient sounds return -1; } Its analog in the openal driver is implemented and that's why you hear them. This one just discards them completely. Link to comment
SyntaxError Posted April 14, 2016 Share Posted April 14, 2016 This post on the SDL forums might be relevant to the SDL sound problem. Link to comment
vanfanel Posted April 16, 2016 Author Share Posted April 16, 2016 @SyntaxError: There's nothing related to the damned PulseAudio on any on my systems. No dev libs, no runtime libs, no services, nothing. Of course, my SDL2 builds don't have PulseAudio support enabled and never will The problem is a too big buffer size for the output frequency: low frequency and big buffers make jack a laggy boy! nothing more. Link to comment
lynx Posted April 16, 2016 Share Posted April 16, 2016 I added a workaround for the interim. Link to comment
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