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I need some advises and answers
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[quote][b]s_i[/b] wrote: I make game for Windows with VisualStudio C++. I have up to 100 different ships in most worse moment. I have 40 sound files of different shots and explosions. Every ship can do 2 shots. 100 ships * (2 shots + 2 explosions) = 400 sounds. So I need to be ready to play theoretically up to 400 3D-sounds playing in most worse moment. My decision (framerate in game is priority): D1 -- in global scope: start engine with WinMM soft driver. D2 -- in global scope: irrklang::ISound* snd[400]; D3 -- preload in memory 40 ISoundSource. (framerate in game is priority) D4 -- every time, when ship shoots or explodes, make ISound from proper ISoundSource snd[n] = engine->play3D(sourceSound[m], pos, false, false, true, false); D5 -- every time, after snd[n] finishes playing, stop() it (for memory deallocating) and drop() it. D6 -- in the end of game, do removeAllSoundSources() for memory deallocating. Please, give me advise: is this a good Decision? maybe I need to do something more correctly? And also answer this questions, please : Q1 -- in D5: do I need every time stop() for memory deallocating, or in my case memory deallocates automatically (after sound [b]finish[/b] its playing) ? Q2 -- can I use hardware DirectSound8 instead of software WinMM, or in my case WinMM is the best choice for any PC of my purchasers? (maybe 440 is too many buffers for not modern soundcards?) Q3 -- does DirectSound8 much faster than WinMM, or has better quality of the 3D-sound? (except sound fx) Q4 -- if I buy irrKlang v1.4, updates (1.5, 2.0, etc) will be free for me? Q5 -- in D3: shootSound = irrKEngine->addSoundSourceFromFile("sounds/testSound.wav", ESM_NO_STREAMING, true); I use this for preloading file (I want to use this sound later). Loading and playing then are OK , but . . . File is 52 Mb wav, but "Windows 7 Resource monitor" shows growing of using memory only few hundreds Kb. 8 Mb ogg file similarly. Is preloading broken?[/quote]
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