Switching sampling rates at run time is now done; I didn't have to rewrite any of the main sound subsystem to get this, so happy days.
I've decided to just go with the extra memory overhead from old sounds which are still in memory but no longer valid; this will be a coupla MB absolute maximum (and will be cleared on the next map change), but I'm assuming that restarting the sound subsystem (or changing the sampling rate) is not something that you'll be doing over and over again while a game is running. I might revisit it at some point later on.
Tuesday, February 16, 2010
More fun with Sound
Posted by
mhquake
at
7:50 PM
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