[SDL] Sound Amplificaton
Justin Coleman
jmcoleman at gmail.com
Mon Apr 2 09:49:36 PDT 2007
You might try limiting the number of sounds that are being played at
once. If you don't want to delay the game waiting for the sounds to
play in sequence, you could keep a counter of them. Increment every
time you start playing a sound, decrement it either when a sound is
finished or perhaps with a 1/4 or 1/2 second timer tick, and if it's
over a threshold value just skip playing additional hit/miss sounds.
I haven't gone into much detail using SDL_mixer myself, but I believe
it can let you know when a channel is done playing. There's some good
documentation (for the minimal use I needed this for at work) here:
http://jcatki.no-ip.org/SDL_mixer/SDL_mixer.html
-Justin
On 4/2/07, Walt Crowley <WaltC at fleetwoodgaming.com> wrote:
>
>
>
> Hello all,
> This may not be the right place to post but I will try here first. I have
> a keno game. Every hit plays a sound (as well as every miss). I have found
> that on the games fastest speed of play these sounds play really close
> together and the sound that they product is about twice as loud at the
> initial volume. I have a 2 channel sound chip and I am using 16 software
> channels. I am guessing that because of the closness in play and the fact
> that the sounds are the same that somehow the system is amplifing the
> sounds.
> The question I have is there a way that I can cap or limit or even stop the
> sound amplification? I am using Linux (FC4), on a 2.0GHX cpu, and not sure
> of the sound card but it works fine in Linux. I am using SDL, SDL_image and
> SDL_mixer.
>
>
> As you probably can tell I am not a sound guy so please forgive any terms
> that might be used incorrectly. If this is the wrong place to ask this then
> can you please direct me to a better location.
>
> Thanks for any suggestions,
> Walt.
>
>
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