[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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>> 
>> 
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> -- 
> mein at cs.umn.edu
> http://www.cs.umn.edu/~mein
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