dhewm3/neo/sound
Daniel Gibson 504b572ae4 Update sounds at ~60Hz instead of ~10Hz, fixes #141
For some reason sounds were only updated/started about every 100ms,
which could lead to delays of up to around 100ms after a sound gets
started (with idSoundEmitterLocal::StartSound()) until OpenAL is finally
told to play the sound.
Also, the actual delay drifted over time between 1ms and 100ms, as the
sound ticks weren't a fixed multiple of the (16ms) gameticks - and the
sound updates didn't even happen at the regular 92-94ms intervals they
should because they run in the async thread which only updates every
16ms...
Because of this, the machine gun and other rapid firing weapons sounded
like they shot in bursts or left out shots occasionally, even though
they don't.
Anyway, now sound is updated every 16ms in the async thread so delays
are <= 16ms and hopefully less noticeable.

You can still get the old behavior with com_asyncSound 2 if you want.
2020-07-12 04:43:53 +02:00
..
efxlib.h Cleanup EFX code 2012-01-10 17:45:37 +01:00
snd_cache.cpp ignore errors unloading OpenAL data. mitigates #178 2020-01-30 01:08:10 +01:00
snd_decoder.cpp Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
snd_efxfile.cpp Fix some compiler warnings (wrong types, superfluous checks, printf-fuckup) 2015-09-27 18:12:16 +02:00
snd_emitter.cpp Fix entering the menu or saving the game stopping some sounds. 2018-08-19 16:58:44 +02:00
snd_local.h OpenAL: Try to reset disconnected devices, fixes #209 2020-06-01 22:13:41 +02:00
snd_shader.cpp Untangle the epic precompiled.h mess 2011-12-19 23:21:47 +01:00
snd_system.cpp Update sounds at ~60Hz instead of ~10Hz, fixes #141 2020-07-12 04:43:53 +02:00
snd_wavefile.cpp s/LittleLong/LittleInt/ to match the return type 2012-06-28 13:02:47 +02:00
snd_world.cpp Update sounds at ~60Hz instead of ~10Hz, fixes #141 2020-07-12 04:43:53 +02:00
sound.h Port EAX to EFX 2012-01-08 22:04:56 +01:00