[quake3-bugzilla] [Bug 2984] looping sounds not synchronized with openal

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Fri Oct 23 19:35:40 EDT 2009


http://bugzilla.icculus.org/show_bug.cgi?id=2984

Thilo Schulz <arny at ats.s.bawue.de> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |arny at ats.s.bawue.de
             Status|ASSIGNED                    |RESOLVED
         Resolution|                            |FIXED

--- Comment #8 from Thilo Schulz <arny at ats.s.bawue.de> 2009-10-23 08:24:53 EDT ---
I have implemented ambient sound loop synchronisation for OpenAL, in r1694.
Please test it.

At this time, I have made sync work exclusively for ambient sound loops,
meaning: Sound loops added via S_AL_AddRealLoopingSound() are synced, but not
those via S_AL_AddLoopingSound.
If the latter type of loops shall be synchronised as well, please tell me.

I have NOT applied the patch given above, due to:

// There are certain maps (*cough* Q3:TA mpterra*) that have large quantities
// of ET_SPEAKERS in the PVS at any given time. OpenAL can't cope with mixing
// large numbers of sounds, so this culls them by distance

So the restarting sound bug is still there and we will probably never be able
to fix this unless OpenAL gets decent speed for large number of speakers.

--- Comment #9 from Thilo Schulz <arny at ats.s.bawue.de> 2009-10-23 19:35:26 EDT ---
Revision 1698 should conclude on this bug. Sources now get paused instead of
removed, and the sound-restarting as described by Monk is fixed. Please test
this, if you find any bugs please reopen this bug report.

-- 
Configure bugmail: http://bugzilla.icculus.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the QA contact for the bug.


More information about the quake3-bugzilla mailing list