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504b572ae4
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. |
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.. | ||
efxlib.h | ||
snd_cache.cpp | ||
snd_decoder.cpp | ||
snd_efxfile.cpp | ||
snd_emitter.cpp | ||
snd_local.h | ||
snd_shader.cpp | ||
snd_system.cpp | ||
snd_wavefile.cpp | ||
snd_world.cpp | ||
sound.h |