2/21/2023 0 Comments Songbird of doom![]() I'm also not convinced this is the final source, because sometimes a level will just end randomly and go to the next. We've waited 20 years, I think we'll be ok for a bit longer. I've got a good handle on what its doing though so I'll keep playing with it between other things, but have to walk away from this for a while because it's frustratingly almost working, and also frustratingly preventing me working on thrusty and some other stuff. So, the issue is clearly in the way I'm mixing the samples here, but the audio code is, frankly, a mess. I have had it render both SFX and music, and only send MUS to the DACs - this also works.I have had it render both SFX and music, and only send SFX to the DACs - this works.I have reduced the number of SFX channels to 2, and it still stutters, so its not down to sample rendering. ![]() I've lowered the replay frequency and it still stutters, so this is not down to bandwidth at the playback phase.the sample appear to stutter a bit (the music is rock solid) ![]() ![]() What I did was have both routines read the previous content of the buffer, ADD the new sample, then normalise again before writing it back. The problem is that the audio system is designed to have either music OR sfx rendering into this buffer. So, DOOM has a ring buffer for the sample playback (pretty common thing) The status panel is pretty simple to fix - the game rebuilds the object list each frame on the GPU, simple add an X offset to the low word of the last phrase for both the status panel and the overlay. ![]()
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