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On May 16, 2004 07:37 pm, Ben Davis wrote:
> On Sunday 16 May 2004 18:44, Ben Davis wrote:
> > Just out of interest, what volume bug are we talking about here? I was
> > using set_volume_per_voice(0), so it should have played at full volume
> > already; it did for me.
>
> I just found out I was wrong. It turns out my game uses
> set_volume_per_voice(1), and, accordingly, the music plays (with the old
> mixer) at half the volume XMMS plays it at.
>
> Tom, did you say it was louder with the new mixer? If so, that would mean
> set_volume_per_voice() does nothing now. Is that the case?
>
> That would be a bad idea. The behaviour should at least be emulated. If I
> call set_volume_per_voice(1), I expect each (pan=128,vol=255) sound effect
> to be played at half the maximum volume. It may be an ugly function but
> people are using it. The time to change it would be the time the whole API
> changes.
>
> I'm sorry for going on about this stuff without actually bothering to check
> anything! Final year exams coming up ...
>
Now that there is no need for that particular function, why bother?
--
Thomas Fjellstrom
tfjellstrom@xxxxxxxxxx
http://strangesoft.net