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Thread: OpenAL priority "Intelligent Source Manager"

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  1. #1
    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

  2. #2
    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

  3. #3
    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.

  4. #4
    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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