openAL timing woes (my first post)
Hello to all,
This is my first post at devmaster.net and I'm glad to be part of the
community.
I am working on project using openGL(win32) and I was wanted to
use openAL for the audio. My problem is with getting audio loops (.wav)
to playback in sync.
I've used GetClickCount() and timeGetTime() to attempt to keep track
of the musical measures. Since I'm still early in the development stage of
this project, I'm starting with 2 .wav files both at 80bpm. At 80bpm
the time between each quarter note is 750ms (1000ms*60sec)/80bpm.
My code is set to check if 750ms or more have expired and if so, I
increment a "quarter note" variable. If I've got more than 4 quarter notes
then I set the value to 1 and increment a "measure" variable. So it’s kind of
like a metronome or measure/beat counter common in sequencing software.
In my test, I count down 4 quarter notes and then start playing the first
loop. On the first down note of the ninth measure, the second loop starts
to play as well. So...I was doing this at work on my fat Dell XPS and
hurray!!!! not only did it work, but my measure/beat counter (which
is displayed on screen) seemed to be keeping "perfect" time. But when
I got home to test it out on my 1.5ghz p4 boo!!!!!!!! it was starting to
get out of sync by the 9th measure...which made me very very sad.
As I said I've tried using both GetClickCount() and timeGetTime().
GetClickCount() worked on the Dell at work, but timeGetTime()
did not, and of course neither worked at home. The only thing I have
not tried is QueryPerformanceCounter which I have not figured out how
to implement, and I have also seen many recommending to stay clear of it.
Ultimately, I'd like to have 1 or 2 major loops (about 8 measures each)
and then have maybe 10 or so other shorter sounds that would not loop but
would play back in sync on user events. Seems reasonable, but its
gonna sound pretty crappy if I have a bunch of 80bmp loops playing
at the same time out of sync.
I am hoping that someone can give me some advice on how to manage
a timing system accurate enough so when a new sound plays it can
do so on the next down beat or next measure. I'd be happy with that,
I won’t even worry about eighth or sixteenth notes.
Since I am still in early development, I would be open to options other
than openAL if there are other technologies better suited.
I hope that I'm not being over ambitious here. I'm optimistic that
it can be done, but I have run out of ideas.
Sorry for the book here.
Thanks in advance
dudeBot
Quote:Original post by dudeBot
This is my first post at devmaster.net and I'm glad to be part of the
community.
Clearly not.
well...if all i get is a flame for pasting
the message I posted at devmaster and forgetting
to change it to gamedev, then maybe you are
indeed correct.
the message I posted at devmaster and forgetting
to change it to gamedev, then maybe you are
indeed correct.
Quote:Original post by dudeBot
well...if all i get is a flame for pasting
the message I posted at devmaster and forgetting
to change it to gamedev, then maybe you are
indeed correct.
It's just a joke, far from a flame. Chill out, dude. [cool]
I can take a joke.
I though it was pretty funny that I did that
I guess if I had written the reponse
I would have put some kind of smile after the comment
to make sure that it was taken as a joke. :)
I guess I was more looking for some help with my post.
And I guess I got more busted than flamed.
Anyway, sorry if I over reacted, just looking for
some guidance.
I though it was pretty funny that I did that
I guess if I had written the reponse
I would have put some kind of smile after the comment
to make sure that it was taken as a joke. :)
I guess I was more looking for some help with my post.
And I guess I got more busted than flamed.
Anyway, sorry if I over reacted, just looking for
some guidance.
This topic is closed to new replies.
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