0.3
- Lucifer
- Project Developer
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You should be able to get reasonable sound by setting SOUND_BUFFER_SIZE up to 25. That's a 300 millisecond buffer for 44.1khz sound. You're supposed to fool with it now until you get good sound, if it's possible. I'd try throwing it all the way up to 25 and then lowering it to something like 0.1 or 0.01 and see how it does.
If this doesn't fix it for you, we should note your system in the release notes and ask for more input from people who run the development series. I'm doing serious work in there right now that may or may not resolve it for you, but I've completely rethought how it should look anyway. Also, I hope to re-enable the old sound code (for the most part), so you'll be able to compare it. But this is more long-term work, won't be done if we're going to do 0.3 anytime soon.
It could be a problem with sdl_mixer on your platform, or more likely how we're using it currently. Can you try Crimson Fields, if you have't already? I stole most of the initial batch of code I used from there...
If this doesn't fix it for you, we should note your system in the release notes and ask for more input from people who run the development series. I'm doing serious work in there right now that may or may not resolve it for you, but I've completely rethought how it should look anyway. Also, I hope to re-enable the old sound code (for the most part), so you'll be able to compare it. But this is more long-term work, won't be done if we're going to do 0.3 anytime soon.
It could be a problem with sdl_mixer on your platform, or more likely how we're using it currently. Can you try Crimson Fields, if you have't already? I stole most of the initial batch of code I used from there...
- Tank Program
- Forum & Project Admin, PhD
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- Joined: Thu Dec 18, 2003 7:03 pm
Side note with the sound stuff: You need to be aware of the differences between cards that support hardware mixing and don't. Cards that support it, ie, Audigy cards, will let more than one app (ie xmms and tron) access sounds directly simultaneously. A cheaper or older card (ie AC'97) will only let one app access it directly, and hence things like arts, esd, and more.
It looks right. Expect the builds to be uploaded to aabeta in about 12 hours.
The plan is to release 0.3.0 directly without alpha? Because that's what happens when I build from a tag named 0.3.0.
Edit: err, no, the tag is not completely correct, you should have copied over the build modules as well. That's important for reconstructing later which winlibs version was used and such. I'll fix that.
I may not be able to do the Windows builds. I don't have the required Code::Blocks version just yet. It should work, but I may have to delegate it to Joda if it doesn't.
The plan is to release 0.3.0 directly without alpha? Because that's what happens when I build from a tag named 0.3.0.
Edit: err, no, the tag is not completely correct, you should have copied over the build modules as well. That's important for reconstructing later which winlibs version was used and such. I'll fix that.
I may not be able to do the Windows builds. I don't have the required Code::Blocks version just yet. It should work, but I may have to delegate it to Joda if it doesn't.
- Lucifer
- Project Developer
- Posts: 8640
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
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Well, my plan was to build 0.3.0 with the tag and send it to SQUAT and give them some time with it. If they don't find any nasty showstopper type stuff (crashes under regular use), then we release like that. If they do, then I don't know. We can delete the tag and start with the same revision in the branch directory, and remake the tag when we're ready, or we can just commit to the tag.
Maybe I should've copied it to branches instead?
Otherwise, no, no alpha the way we do alphas otherwise. I thought the SQUAT was supposed to do that for us. Was I wrong?
Maybe I should've copied it to branches instead?
Otherwise, no, no alpha the way we do alphas otherwise. I thought the SQUAT was supposed to do that for us. Was I wrong?