RE: Streaming WAVE audio
"Jon Watte" <[email protected]>
| Newsgroups | gmane.games.devel.windows |
|---|---|
| Message-ID | <[email protected]> |
> 2) On some system there appears to be a minimum required buffer size, > e.g. at least 250ms. On systems like these I got silence at best, and > lock up at worst. I didn't spend a lot of time investigating this > because 250ms is pretty short buffer. I was shooting for 4/8/16k buffer > sizes at that time. In the end I don't think it matters. 250 ms is a REALLY BIG buffer. 250 ms of latency means you pull the trigger now, and hear the gunshot sound when the target's already dead. (When I say "buffer" I really mean "WAVHDR chunk"). I've found that once I went above 40 ms buffers, and used at least 3 buffers, any hardware I tested on worked well. Less that that in either variable caused problems. Note that the scheduler on Win98 is VERY jittery -- 20 ms scheduling jitter is common, and it can jerk higher than that, even on a quiescent system with a fast CPU. > Furthermore I recommend not using the ACM to up/down sample as it > appears to perform point sampling(!) which can produce terrible audio. I always code my own re-sampler, which sits at the reader/input stage of the mixer, which I also code on my own, for the WAVE output. I prefer to use cubic Hermite interpolation, which runs fast and sounds good. Cheers, / h+ ------------------------------------------------------- This SF.Net email sponsored by Black Hat Briefings & Training. Attend Black Hat Briefings & Training, Las Vegas July 24-29 - digital self defense, top technical experts, no vendor pitches, unmatched networking opportunities. Visit www.blackhat.com _______________________________________________ Gamedevlists-windows mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555