[SDL] Realtime audio...
Anoq of the Sun
anoq at HardcoreProcessing.com
Thu Mar 22 14:45:36 PST 2001
I've been reading the discussion about low-latency
audio - and I think there is a serious need for
this on platforms like Windows. And currently available
SDL games even suffer from this problem! (For instance
the games I wrote and some other SDL games I've tried).
I'm wondering if it wouldn't be a good thing that SDL
got added support for low-latency audio?
At some point I will most likely come to need
this very badly for Windows :)
I have been considering to write directly to
DirectSound and doing something like this:
*) Separate "foreground" (low-latency) sound and
"background" (less time-critical) sound.
*) The foreground sound could be implemented
on one DirectSound buffer by just
stopping whatever sound is playing and
starting a new sound.
It will only allow
one "foreground" sound at the time, but
this would also be adequate for many cases - like:
a) The audio for an MPEG video stream
b) Click-sounds in a user interface.
c) The shooting-sounds in a first person
3D shoot 'em up game
(like doom/quake/unreal/halflife etc.)
Also, I looked at the MAIA website - and it
seems interesting - worth "admaiaring" I guess ;)
But it also looks like a very new project -
and it does not currently seem to aim for Windows...
I would love to hear what people think about
these audio-problems - and the future of
audio-support in SDL :)
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