[Bf-committers] Re: game engine sound interferes with sequencer
sound
erwin at erwincoumans.com
erwin at erwincoumans.com
Thu Nov 2 03:20:28 CET 2006
OK, we are on the same page then, not the other way around :
"it gets initiated when you start the game engine, and then shut off when
stopped"
==
"exclusively activate OpenAL while the game engine is running"
Thanks,
Erwin
Kent Mein writes:
> In reply to erwin at erwincoumans.com (erwin at erwincoumans.com):
>
>>
>> Why can't we stop/shutdown SDL sound before the game engine starts, and
>> exclusively activate OpenAL while the game engine is running?
>> Or is the bug more subtle then that?
>>
>> Thanks,
>> Erwin
>
> Actually the issue is the other way around. The SoundSystem code
> needs to be modified so it gets initiated when you start the
> game engine, and then shut off when stopped. Currently its
> initalized globaly and thats the issue.
>
> It shouldn't be too hard to fix, and I've had it on my todo for awhile now.
> I'll eventually get to it. ;)
> If anyone wants to ask me questions about it though I can give lots of
> pointers.
>
> Kent
>
>>
>> Tom M writes:
>>
>> >Is there some way we can fix this in the code? Essentially any user
>> >that tries to use sound in the sequencer (on linux or our other
>> >platforms too?) is going to think that sound is broken unless they
>> >have stumbled across the hints that you need to disable game engine
>> >sound via command line (or some other tricks) to use the sequencer.
>> >This was brought up at the conference, and is in a current bug report.
>> >
>> >anyone familiar with openal and sdl and why they are having this
>> >conflict and how we can fix it?
>> >
>> >LetterRip
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> --
> mein at cs.umn.edu
> http://www.cs.umn.edu/~mein
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