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From: | David O'Toole |
Subject: | Re: Octal / Dynamic BGM / Indrema |
Date: | Wed Nov 29 15:27:01 2000 |
User-agent: | Mozilla/5.0 (X11; U; Linux 2.4.0-test7 i586; en-US; m18) Gecko/20001010 |
Steve Baker seems to have done a good job of shooting down the idea of a sound system in its own thread. If you leave it up to the linux scheduler, then the possibilty that updates provided by the game are recieved too late and sound gets out of sync. The nasty part is that it's
That seems to make sense, although if you can't get good scheduling for the audio thread how will they have good scheduling for _any_ thread? Unless the problem is only synchronization between visual/audio. In that case they could probably use it more as a library and generate sound blocks on their own schedule (assuming they can work with the model provided here.) Again, I think I'll just have to finish the thing and have an Indrema person play with it.
Of course you wouldn't notice this until your system is close to maxxed out for CPU time, but it's still there. Unless of course, there are nifty scheduling options added to the kernel they're using.
That's what I was planning to use; perhaps not the same exact options, but some of the scheduling/lowlatency ideas that have been coming around (POSIX_RT or whatever)
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