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Thread: serialing a soundchannel and later restoring it.




serialing a soundchannel and later restoring it.
user name
2007-01-18 15:16:07
Hey.

The 8 sound channel limit completely drives me nuts. Every
project I 
work on, there are countless 3d sounds, music tracks, sound
effects etc, 
and I always seem to go over 8. I allocate soundchannels
dynamically, at 
the moment, but have no good way to deal with the situation
where all 
channels are filled and I need an extra one.

Now, I just ignore the new sound, but that sound could well
be very 
important..  like speech.

sometimes I decide to look at the list of current sounds,
and just kill 
the one that is least important. That usually means
something
that isn't looping, since if I kill something that is
looping (say 
background ambient sound), it's really silly if it stays
away forever.

what I'm hoping to implement is a way to take a current
"non important" 
soundchannel,  store its state,  use the channel for
something else, and 
when I have a channel available again, use that for the
"sound that was 
in the freezer".

Has anybody tried such a scheme?..   I've put this off for
years since 
there are so many things to take into account:
- the current sound.
- the currently queued sounds
- if there is a loopcount of say 8, how do I find out how
many loops 
we've already had?

then there's some problems like not being able to use a
starttime, which 
is greater than the loopstarttime.

Halfway trough my current implementation, I'm really
wondering how 
people deal with this problem.

Bye, Lucas

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