I have noticed that when calling FSOUND_Stream_Play() that there is a small delay. This delay is enough to cause a noticeable pause in our game when we play a previously opened stream in response to some action the player has done. What would be the reason for this delay and is there any way around it?
I don’t know if I’m suffering from the very same problem, but I’m also suffering from synching problems at the start of streams. I open a stream using Open and then i start the stream. The timer (gotten getTime) is 0 for some time (the song is being played though) and this might just be a precision issue, but when I later do a setTime on the stream getTime does not return the same time as I set it to using setTime.
Is this some kind of soundBufferSize-thing? The time return from getTime is smaller than the time set by setTime, about 250ms. I’m running SBLive 1024 under win2k and I just let the program take the standard driver (that is, I did not try switching fmod-driver). Any ideas?
Also the help (fmod.chm) says that getTime for stream returns 0 when there is something wrong going on but if I start the stream and then take getTime it returns 0 (probably indicating that it is not playing the stream yet). This is ok. Hm.
Oh well, what I want is probably some ideas on problems with getTime and how to make workarounds for them
An extra note. We are using DirectSound on Win2K for development. Would this affect the default setting of the buffer size? I noticed that the documentation for FSOUND_SetBufferSize() states that NT gets a default buffer size of 200. Is Win2K included in FMOD’s definition of NT?
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