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




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