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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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The_Neverending_Loop

Thread Safe Buffer Filling/Draining

2 posts in this topic

Okay, I somehow feel this shouldn't be that hard but I cant seem to wrap my mind around doing it in a way that wont potentially end to corrupted data.

This is the basic scenario, I have 2 threads, one of these threads handles audio "streaming". Basically the audio to be played is put into a ByteBuffer array from the main thread, the audio thread is responsible with pushing said data to the line device.

Now the thing is I can see alot of things going wrong and I can't seem to find a good example on the internet, hopefully someone here might be able to point me in the right direction. So these are my basic needs.

Say we have a ByteBuffer with capacity K, the ByteBuffer is continually filled with audio data and is draining equally as fast in order to now have a Buffer Overflow Exception. Now because of the nature of byte buffer its a little tricky because of its positioning, I need it to act basically like a Queue in First in First out order, I want the new data to be automatically be appended to the end of the tail while reading from the head. I'm able to do said things in a kind of patch work type manner right now, but I feel it is open to data corruption (i.e it accidently writes the newested data a bit before the tail because the markers I keep were updated properly.


Should i try to tackle this in another way without using ByteBuffer? or is there a psuecode type manner to implement this with the ByteBuffer. Thank you for your time.
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Thanks Krippy thanks actually what I ended up doing last night, I just decided to use vectors with audio chunks (since vectors are already thread safe), and everything seems to be working well so far.
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