[Openal-devel] Synchronous Contexts

Richard Furse rf015d9821 at blueyonder.co.uk
Mon Feb 18 03:52:01 PST 2008


:-)

I think I can see a purpose for synchronous contexts where a game is
really sure it knows exactly what it's doing WRT sound and wants to own
the audio thread for really tight audio/visual sync. I guess there might
have been a bigger requirement for this sort of thing historically.

Does anyone out there know if the Creative cards support synchronous
operation? Do any games require it?

Cheers...

--Richard


-----Original Message-----
From: openal-devel-bounces at opensource.creative.com
[mailto:openal-devel-bounces at opensource.creative.com] On Behalf Of Chris
Robinson
Sent: 16 February 2008 19:35
To: openal-devel at opensource.creative.com
Subject: Re: [Openal-devel] alcSuspendContext()


On Saturday 16 February 2008 10:05:11 am Richard Furse wrote:
> Hi there - I'm playing with OpenAL again and I'm a bit confused about
> exactly what alcSuspendContext() is expected to do.

You're not the only one. At first I thought along the same lines you
did.. it 
deferred changes until you process it again. However, some seem to think
it 
completely stops processing the context (eg. stop mixing) until
processed 
again. And some implementations just no-op on the calls.

I think they fall in with the synchronous contexts, in that there was an
idea 
behind them when designed.. but no one remembers what anymore.
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