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Thread: OpenAL priority "Intelligent Source Manager"

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  1. #1
    Updated / fixed download link.

    Is anyone still interested in this or uses it? i added some improvements and fixes to it since the last update here.
    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

  2. #2
    Yes I'm intersted. I use openAL in my engine and would like to add a bit more intelligence to it, if that can be achieved easily.

    What kind of license do you use? I might want to use (some of) your code in my engine in the future.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  3. #3
    No license.. kinda like BSD but more like do as you please
    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

  4. #4
    Great! Thank you.

    If I use it, I will probably refactor it so that it fits my object-oriented style of coding. I'm planning on releasing my engine under LGPL as soon as it's worth releasing.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  5. #5
    The main thing of intelligent source manager is to swap-in and swap-out sources while simulating as if the source was still playing during the time it wasn't in the active sources pool, you can easily reuse this logic from my code which is the most important part and use a object oriented design of your own. I plan to do the same and port this code out of the procedural world, but it simply isn't high on priority currently.
    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

  6. #6
    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

  7. #7
    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.

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