Hi Giancarla,
I don't believe that moving to another sound library will help. I
think Jenn's Idea to use a thread is the only way to have this
happen seamlessly. You could also fork() an instance for the audio
section. As he points out make sure you start the thread using the
multimedia library before any calls to xforms. The 2 threads can
talk to each other though simple variables or sockets or pipes or
maybe smoke signals. I have done this with success with the xine
library.
Serge
On 10/21/2014 01:39 AM, Marisa
Giancarla wrote:
Looking into it further i removed support for gorilla audio.
It didn't work on a timeout callback either, too jittery.
Thanks, ill look into the timeout method and let you know
if that fixes it. If not i will have to switch to a
different audio library...
On Oct 20, 2014, at 2:28 AM, Jens Thoms Toerring < address@hidden>
wrote:
Hi,
On Mon, Oct 20, 2014 at 02:04:56AM -0700, Marisa
Giancarla wrote:
Im adding gorilla audio to
my app and have tried using the idle callback
feature but the audio is
choppy. Is there a way to get a callback on every
frame to smooth it out?
Idle callbacks are indeed only invoked if there's
lots of time.
And there's no callback for "frames" (I guess this
is a screen
refresh - the lbrary doesn't even know about them).
Unless you can put the audio handling into a
separate thread
(which might be the cleanest solution, just make
sure that
you don't do anything graphics-related from within
that
thread!) I'd try it with a timeout - they have a
much higher
priority.
Best regards, Jens
--
\ Jens Thoms Toerring ________ address@hidden
\_______________________________ http://toerring.de
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