Re: A few questions, re: sound and other.
Adam Luchjenbroers <[email protected]> Fri, 10 Dec 2004 03:19:56 +0930
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Fri, 10 Dec 2004 01:28, Ove Kaaven wrote: > tir, 07,.12.2004 kl. 18.22 +0930, skrev Adam Luchjenbroers: > > -----BEGIN PGP SIGNED MESSAGE----- > > Hash: SHA1 > > > > > > I've been investigating Dawn of Wars lack of sound in Cedega. Can any of > > you enlighten me on techniques for backtracing sound (eg, where the > > information put into a buffer came from, and then back to where that > > information came from... etc). > > I don't know exactly what you need, are asking for, or the nature of > your problem, so I'll just suggest some debug channels: +wave,+dsound, > +tid,+timestamp > Basically, I've identified that DirectSound is getting a buffer full of 0s. I want to go back through and find out where the sound is getting lost. See: http://lists.transgaming.org/pipermail/winex-devel/2004-October/000423.html http://lists.transgaming.org/pipermail/winex-devel/2004-October/000427.html - -- "What happens if a big asteroid hits the Earth? Judging from realistic simulations involving a sledge hammer and a common laboratory frog, we can assume it will be pretty bad." - Dave Barry -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBuJBH94zI/zB2CYURAiisAJ9bUISxqEYnnUIFdKkGagCOnDLaBQCfcIcm UQkJ7Bri7JphzqMAALq3OPo= =gsnq -----END PGP SIGNATURE-----