Hello !

Today I realized that the camera moving in one of my demos is
not so smooth when I sync the camera to FSOUND_Stream_GetTime()
instead of the WinAPI function GetTickCount();

Both return milliseconds but FSOUND_Stream_GetTime() seems to
be not very accurate even if I try using MPEGACURATE flag ๐Ÿ˜ฅ
(btw I use the actual FMOD version)

Is this a known problem ?


Could this have something to do with the fact that FSOUND_Stream_GetTime is only updated every 25ms (I read somewhere in the forum) ?

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thx for the reply :)

Well the thing is if the user presses the windows key or another key
to minimize the application and do something in windows I pause all
sounds, pause my application and don’t add the time where the
application was paused to the demo RunningTime.

Nevertheless there is a short lost of time so that the demo time and
mp3 time does not match exactly. So I thought I could easily use
the FSOUND_Stream_GetTime function instead of GetTickCount to
always have the perfect sync no matter how often the user interrupts
the demo playback (there are also other online applications that tend
to interrupt and steel the focus of my application).

But I remember using FSOUND_Stream_GetTime in the past without
recognizing these jerk in camera moving ๐Ÿ˜•
btw the mentioned flags didn’t helped =[

Have you any idea how to sync a realtime 3D demo to the mp3 music
without FSOUND_Stream_GetTime ? ๐Ÿ˜ณ

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