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Member Since 23 Sep 2012
Offline Last Active Jun 07 2013 12:05 PM

Posts I've Made

In Topic: a question about OpenAL on iOS

09 May 2013 - 08:09 PM

now, i have got most of the sound effect done in my game (using a modified version of the sample code). glad to see your replies about the question. it seems the conclusion is the sample code is no problem, right?

In Topic: a question about OpenAL on iOS

07 May 2013 - 07:24 PM

iOS uses a unified memory model,..., so my feeling would be that there will be no difference in performance.

if indeed like that, my worry will relieve.


In Topic: a question about OpenAL on iOS

05 May 2013 - 02:20 PM

The alBufferDataStaticProc function does not make a copy of the data and instead leaves the application with the responsibility of managing the associated memory. With this being the case, freeing the data while it is still in use would not be desirable smile.png

i also suspected the reason lies in the alBufferDataStaticProc function. but does this mean we use normal memory instead of audio card memory? if so, would it be inefficient on performance or space?

In Topic: a question about OpenAL on iOS

05 May 2013 - 12:06 AM

i thought, for iOS developing, Apple's official samples should be the most correct. but if this MusicCube is not so good, what else sample code should i refer to? 

and, is there any possibility that the MusicCube sample is no inefficiency or leaking problems as we thought and there is something we not fully understand about this code?

In Topic: ios opengles 2.0 lowp cause problem, right? and why?

14 December 2012 - 11:53 AM

Possibly - I'd recommend you be as explicit as possible with precision rather than using the default precision.

ok, i will take your advice and specify the precision explicitly to insure the matching.