Sasha Szpakowski
Sasha Szpakowski
One tricky thing with this is I don't believe it's possible for a DeltaSync to drive audio playback speed/position. So if users are able to change and manipulate the Sync...
**Original comment by Mi 28 (Bitbucket: [rcoaxil](https://bitbucket.org/rcoaxil), ).** ---------------------------------------- Unless the data storage unit you provided exactly matches the data that these devices have in them (and nearly 100% of...
**Original comment by Gabe Stilez (Bitbucket: [z0r8](https://bitbucket.org/z0r8), ).** ---------------------------------------- I'll come back to this when i'll have a bit more time and when i'll be able to look more deeply...
**Original comment by Mi 28 (Bitbucket: [rcoaxil](https://bitbucket.org/rcoaxil), ).** ---------------------------------------- It was implemented like this to start with, but then that was dropped. It did not improved performance most of the...
**Original comment by Gabe Stilez (Bitbucket: [z0r8](https://bitbucket.org/z0r8), ).** ---------------------------------------- Not seeing test suites makes me question whether my use cases were tested; also, copying from where and to what, exactly?...
**Original comment by Mi 28 (Bitbucket: [rcoaxil](https://bitbucket.org/rcoaxil), ).** ---------------------------------------- Copying from OpenAL/decoder's buffer to game's RAM. Buffer will be gone shortly thereafter so there's no way around it. You won't...
**Original comment by Gabe Stilez (Bitbucket: [z0r8](https://bitbucket.org/z0r8), ).** ---------------------------------------- Hmm, even if we assume i'm doing 1ms long buffers, that's still *only* 1000s of SoundData objects per second, not a...
**Original comment by Gabe Stilez (Bitbucket: [z0r8](https://bitbucket.org/z0r8), ).** ---------------------------------------- I want to put this on hold still, for the time being, since i still want to test a few things,...
**Original comment by Mi 28 (Bitbucket: [rcoaxil](https://bitbucket.org/rcoaxil), ).** ---------------------------------------- It will eat up RAM at the rate of just over `samplerate * channels * bits` per second, typically ~200kb per...
Nice! For some of the (non-SDL) games I've worked on we've heavily used timestamps from gamepad thumbstick events for high precision and accuracy with some analog aiming controls. Now that...