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Thread: OpenAL priority "Intelligent Source Manager"

  1. #41
    Here says:

    Invalid Floating Point Operation

    What do I do?

    Break here :
    // calculate how much time would whole sound take to play at current pitch.
    one_frame_ms := buffsize / bits / freq; // 44100 <----------------------------------
    one_frame_ms := one_frame_ms / VirtualSource.Pitch;

    0.o

  2. #42
    PGD Staff code_glitch's Avatar
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    what type is one_frame_ms? Integer? You'd need to either:
    one_frame_ms := buffsize div bits div freq
    or you could
    one_framce_ms := trunc(buffsize / bits / freq)

    and you might want to consider using brackets just to be extra sure you don't cause a bug that may be marginally annoying
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #43
    Update: i put the project on github and edited links: https://github.com/JernejL/VirtualOpenAL
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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