[Openal-devel] ALC_EXT_STATIC_BUFFER
Richard Furse
rf015d9821 at blueyonder.co.uk
Thu Jul 9 12:08:49 PDT 2009
Thanks - if I'm reading you right, this means you'll often reject the delete
of a quick stop/unqueue/delete sequence because the audio engine hasn't
actually finished working the audio. I guess you're setting
AL_INVALID_OPERATION?
I'm glad to hear this, because this is exactly what I was wondering about
doing for my OpenAL implementation :-)
With my Interface Police hat on, I'm still wondering if this is documented /
the behaviour expected by game programmers?
Many thanks,
--Richard
_____
From: Bob Aron [mailto:baron at apple.com]
Sent: 09 July 2009 17:58
To: Richard Furse
Cc: openal-devel at opensource.creative.com
Subject: Re: [Openal-devel] ALC_EXT_STATIC_BUFFER
Richard,
I'm not sure if there are other OpenAL implementations of the static buffer
extension. As far as the Mac OSX implementation goes, it is important that
the buffer memory NOT be deleted while still in use. In practice, that means
that the same rules apply to static buffer objects as regular buffer
objects. If calling alDeleteBuffers() is successful and produces no error,
then it is safe to delete the buffer memory. The same goes for changing the
data pointed to by the OpenAL Buffer object. If calling alBufferDataStatic
(or alBufferData) is successful on a buffer object, then it is safe to
delete your memory.
This extension is a very sharp knife in that if the application deletes the
audio data memory while it is still being used in the render chain, it is
going to cause a crash.
-bob aron
____________________________________________
CoreAudio Team . Apple Inc.
baron at apple.com
On Jul 6, 2009, at 12:42 PM, Richard Furse wrote:
Hi there - does anyone know where the documentation for the
ALC_EXT_STATIC_BUFFER extension is? I can't find it in the repository. This
is the extension that documents alBufferDataStatic(). I'm wondering
particularly if it allows any special behaviour around buffer deletion...
Cheers,
--Richard
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