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I made a game which plays optionally module / mp3 music in the background, but when playing mp3’s, it seems to take all resources every half second or so – resulting in a very annoying sequential slowdown effect. Does it decompress mp3’s in ‘pulses’ – is there any way around this problem?
The game itself uses a msec counter for timing, so it doesn’t affect gameplay in general, but framerate drops near zero every 0,5 secs.
Modules play fine, with no slowdowns.

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Brett,

are you using Intel’s performance primitives for doing the MP3 decoding on StrongARM?

>Chez

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cool. I for one, would be perfectly happy with an ARM only approach. Since the IPP is also being ported to XScale, you would have that optimization for free….

Hey, look – I need every last inch of performance for an ARM only game. Do you think I would gain a few percent of processor time by going for IPP for MP3 and mix it in as a custom stream?

>Chez

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Hey – you’re the man!

I promse we’ll purchase a commercial license next month!

>Chez

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