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I’m working with C# on a PocketPC platform using a wrapper class similar to the one that is floating around this forum. I’ve been using FSOUND_Samples to play music for my game, but the load times and memory usage are getting a bit out of hand, so I’ve been trying to make FSOUND_Streams work.

The problem with streams is that every x milliseconds (I’m guessing x is the buffer length) there is a brief pause in the drawing operations. I’ve tried two different graphical libraries, so I’m pretty sure this is a FMOD thing.

The only solution I can see is to do, and forgive the odd reference for anyone who hasn’t seen this in action before, something like the old propeller bi-plane engineers thought up. See, the forward gun on these old planes was mounted behind the propeller so the pilot could use the sight, and the engineers made a switch that ensured the gun would never fire when one of the props was in front of the barrel of the gun, so the pilots wouldn’t shoot off their propellers.

Applying that to the program, I would need a way to load the Stream buffer without interrupting the graphics.

SO, I guess my question is is there any way to pause the loading of the FSOUND_Stream buffer whenever I want to draw a frame, then let it continue to load the buffer while the graphics functions are sleeping?

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No, there isnt, sorry.

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Alright, well thanks for the timely news anyway.

Has anyone else experienced (or possibly even worked around) this problem? The graphics just seem to pause their drawing for a split second… the first time it happened, it was actually on the beat of the song that was playing, so it looked kinda cool for like five minutes until it got annoying. I might just be using a slow PPC. It’s an iPAQ, I don’t know too much about it past that, but it has an unusually large screen for something that doubles as a phone, so increased pixel count could be related.

I can certainly get by using Samples, but if anyone has a Stream solution, please don’t be shy!

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