Re: [AD] Audio addon API / Re: Renaming of functions in kcm_audio addon |
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- To: Coordination of admins/developers of the game programming library Allegro <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] Audio addon API / Re: Renaming of functions in kcm_audio addon
- From: Evert Glebbeek <eglebbk@xxxxxxxxxx>
- Date: Sun, 30 Nov 2008 21:44:04 -0500
On 30-Nov-08, at 9:33 PM, Peter Wang wrote:
You can create ALLEGRO_SAMPLEs ahead of time.
Sure, but then you need to keep track of whether you should start
bullet_sound[20] or bullet_sound[21]. It's the sort of thing I'd like
not to have to think about. ;)
Actually, that might be a better way to go for these "detachable"
samples, too. Create a number of them ahead of time. When one
finishes
playing, instead of destroying it, automatically set its data
pointer to
point to NULL to indicate it can be used for a later sound effect.
Good idea.
What would be a reasonable number for Allegro to keep around? 8? 10?
That's similar to what A4 provides, if I recall correctly?
Hmm, yes, that is a problem. Maybe we should have a function to force
all playing samples to stop.
That might be a good function to have anyway.
And/or use the recycling idea above instead of destroying
ALLEGRO_SAMPLEs.
Makes sense, but I'm not sure how that solves the problem of
destroying the data while it's being used by an ALLEGRO_SAMPLE? Or do
they store a local copy of the sample data (best not, I'd have thought)?
Evert