[quake3-bugzilla] [Bug 4438] New: Possible relation of RegisterSound with instantaneous hangs of Rendering
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Mon Dec 28 10:15:42 EST 2009
http://bugzilla.icculus.org/show_bug.cgi?id=4438
Summary: Possible relation of RegisterSound with instantaneous
hangs of Rendering
Product: ioquake3
Version: SVN HEAD
Platform: PC
OS/Version: All
Status: NEW
Severity: normal
Priority: P3
Component: Sound
AssignedTo: zakk at icculus.org
ReportedBy: arxeio at gmail.com
QAContact: quake3-bugzilla at icculus.org
If that proves true I suppose the Severity could be critical.
On a mods that uses Radio messages extensively, Urban Terror, I noticed that
each time a radio message is called RegisterSound is called while a map and
weapon's sounds are only called on mod/map load.
Now, I do notice - occasionally - rendering hanging for instances if a radio
message is called (and not when just a weapon is fired). The RegisterSound
function does seem to need some extra work.
This notion is also unrelated to audio renderer used, I noticed it on two
different.
The 'instantaneous hangs' are followed by a small gap on the lower line of the
net meter which is what can be reproduced if one hits /screenshot a few times
(showing such resources load can give those gaps).
Any ideas?
a) Can this RegisterSound process be "slimmed"? And how?
b) Should one Register all such radio sounds in the beginning? (and
consequently be a game-side issue)
--- Comment #1 from tinkah <arxeio at gmail.com> 2009-12-28 10:07:23 EST ---
or it may be indirectly related to S_Play_f load, if they're called that way.
--- Comment #2 from tinkah <arxeio at gmail.com> 2009-12-28 10:15:39 EST ---
It may be unrelated to start sound functions but the effect to be reproduced
when each registersound function for each sound system is used.
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