delays in sound sdks, typical?
Posted 30 March 2009 - 03:50 AM
After reading on various boards I find this is a rather a common problem, but I see mainly unfinished threads. I did read that, audiere gives the least amount of latency, as one fellow stated. For me its about a second delay, and if that is the best I can get, I'm in trouble.
So a few question..
1) would anyone here agree that this is my fate or strongly disagree?
2) Is there a Sound SDK that anyone would recommend.
3) Is this the best a small budged game developer is to expect these days?
Posted 30 March 2009 - 06:05 AM
It's been a while since I played with audio, but with some wince devices I remember that an audio buffer had to be pretty large to work - some 4kB or some such. At 8000Hz that means half a second, and with two buffers queued we get your 1000ms. Upping the sample rate to 48000Hz (which was the maximum for the device) the worst case latency dropped to about 166ms, which, while still bad, was at least tolerable.
I may remember the values wrong. But in any case, that's one thing to look for. Also check if the playback buffer can be changed, and trim it down if possible. On linux devices we could get away with 256B buffer, for example, while windows devices required several kB.
Oh, and I recommend fmod, if you can afford it.
Posted 30 March 2009 - 04:46 PM
update:: Ok this seems to help.
int BytesToRead = 256 * sizeof(short); char* Buffer = new char[BytesToRead]; SampleFormat SF = SF_S16; m_pAudiereDevice->openBuffer(Buffer, 256, 1, 44100, SF);- Not sure I did the buffer right, but its helping.
) [pure virtual]
Ok scratch it all, IrrKlang is dead on !! Scratching Audiere, dont know why its delayed?
Posted 31 March 2009 - 08:26 AM
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