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Originally sound updates only happened about every 100ms and `sampleTime` (or `newSoundTime`) was a multiple of 4096 (`MIXBUFFER_SAMPLES`). After I changed this to updates every 16ms and made the calculation of `sampleTime` a lot simpler, it could be any value (as it's current amount of milliseconds multiplied by 44.1). It generally seemed to work, but it seems advisable to make it a multiple of 8 (see also "Fix endless loop when decoding OGGs" commit). So I round it to the nearest multiple of 8 now. Furthermore I increased the accuracy when the game has been running for a long time by using double instead of float, and tried to make sure that `sampleTime` is always positive (or at least as long as `inTime` is positive). |
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.. | ||
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools | ||
TypeInfo | ||
ui | ||
CMakeLists.txt | ||
config.h.in | ||
mmakefile.src |