[Openal] sound corruption when replaying buffers
garinh at turkeytrot.dhs.org
Wed Jun 30 11:05:03 PDT 2004
Copying the list on the email, and responding at the same time...
One more question, and then some debugging can begin:
1) When the problem occurs, is the buffer format changing (sample rate is
what I'm most worried about..)?
-------- Original Message --------
Subject: Re: [Openal] sound corruption when replaying buffers
From: "vic viper" <megaz0ne23 at hotmail.com>
Date: Wed, June 30, 2004 10:19 am
To: garinh at turkeytrot.dhs.org
Hi, thanks all for the replies, here's what I've done:
- completely deleted openAl install from win/system (openal.dll and
- reinstalled OpenAlwEAX.exe from Creative Labs
- tested the game both with DirectSound3D and DirectSound devices.
vendor: Creative Labs Inc.
version: OpenAL 1.0
extensions: EAX 2.0, EAX 3.0, EAX 4.0, EAX Unified, and EAX-AC3 (I'm
using any yet)
DELL Pentium 2000mhz, windows XP, DirectX9.0b, SounBlaster Live!
as you stated, MMSYSTEM and DirectSound does not have that problem, I
don't hear at all the artifacts I was hearing with DirectSound3D , so it
might be a DirectSound3D device
to be more precise, and help try to recreate the problem, try playing a
source with a buffer, and when it has already played 30%, stop it, and
inmediately replace all the positional parameters with completely
different ones (position, velocity, ref_dist), leave buffer data the
same... and play it again... in my code this is very noticeable when I
have about 20 objects trying to make noises (gunshots) in a 6 channel
pool, because they stop each other continuosly.
I just noticed that "renderer: software" ... how can enable "hardware"
Also, in the past I've tested with DirectSound the same channel pool I'm
trying to use now, with good results... so unless I've done something
dumb, I don't know what can be... (I've been working with openal for
only a week)
hope all that info will help solve the problem
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