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Gaming > Development Audio > some questions ...
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some questions about directsound, play delay

by Mikel Ortega <""mikelo(NO\"@[EMAIL PROTECTED] )free.fr"> Feb 16, 2004 at 02:14 PM

Hi,

I'm developing the sound system for a simulator, but I don't have so 
much experience on this. I'm working with directSound and I use a 
SoundBlaster Audigy2.

I have some questions:

When I play hardware buffers I detect a little delay of some 
milliseconds, just when I call the Play function, when I play software 
buffers this delay is far more smaller. The problem starts when I play 
many hardware buffers at the same time, everything goes all right once 
they are playing, but I have this little delay every time I try to play 
them. Is there any way to avoid this little delay? Why does it happen? 
Shouldn't a hardware buffer be faster than a software buffer?

Another one,
Which is the optimum frequency I should use for applying sound effects? 
I mean, for instance, if I have an engine sound and I change volume and 
pitch to it deppending on the engine's state, how often shall I call 
SetFrequency and SetVolume functions? as they need some time to be 
executed I would like to know which is the minimum frequency they should 
be called. Right now I apply this effects every 16 milliseconds, 60Hz, 
but I think this is way too often.

Thanks!!!




 1 Posts in Topic:
some questions about directsound, play delay
Mikel Ortega <"&q  2004-02-16 14:14:19 

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