Re: Sources and Buffers
[email protected] Tue, 20 Nov 2012 11:31:10 -0500
| Newsgroups | gmane.comp.lib.openal |
|---|---|
| Message-ID | <[email protected]> |
> On 11/19/2012 11:57 AM, [email protected] wrote: >> Now, it occurs to me I could do something similar by having a single >> Source for the Engine, and queuing up buffers in the right sequence for >> that single Source to play... >> (snip) > If you want to avoid gaps in playback, you'd pretty much need to go with > a one-source streaming method: > (snip) > How well this will work depends on the length of the sounds. If the > sounds are short you may need to keep more copies queued so it doesn't > underrun, but longer sounds will increase the lag since the current > queue has to finish before the changes are heard. > > > You could reduce the lag by switching to a two-source method, but that > brings a risk of a slight break when changing between sources: > (snip) > > This will cause the engine sound to start changing right when it's > modified, but the new notch sound may start with a slight break after > the change is finished. > > You could probably mask the problem, however, by restarting Notch_Source > earlier and fading it in before NotchRamp_Source finishes, if you don't > mind a little overlap. > Thanks, Chris. That gives me a lot to chew on, and may be a good solution. I think we can at least try to tailor the clip length to balance underruns vs. lag time. Jason, your suggestion is much appreciated as well. - Mark _______________________________________________ Openal mailing list [email protected] http://opensource.creative.com/mailman/listinfo/openal