Ambiera ForumDiscussions, Help and Support. |
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I am happily using Irrklang for a game, but I recently discovered that Irrklang is using a LOT of performance. I ran a profiler, and it turns out that Irrklang actually uses more processor time than my entire rendering thread, and also more than my gamestate thread. This is a pretty complex and demanding game with a lots of things going on, so Irrklang using more performance completely baffles me. On computers with two or less CPU cores, this seems to me like it will significantly influence performance. According to that profiler (Very Sleepy), the performance usage is entirely in Irrklang's createAudioRecorderDeviceList(). However, this is a function that I never call, so if this is called, than it is called internally by Irrklang. I tried a couple of things to see what is going on: -Switching from Irrklang 1.1.3 to 1.1.4 does not make a difference -Initialising Irrklang but not actually playing any sounds or music does not make a difference (!) Just a thought: this reminds me of an issue I had with DirectInput: asking for a complete device list every frame turned out to take a lot of performance. Maybe Irrklang is unnecessarily querying for recording devices all the time? What is happening here, and how can I improve the situation? Thanks in advance! :) |
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Haven't noticed such problems. Maybe you are running irrKlang in software mode? Try running it in DirectSound mode maybe (I think this is the default mode). |
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I just checked, and it turned out to be something totally different. Irrklang is in its own thread, and my profiler calculates the percentage of time used for the thread, instead of amount of processor usage. So even if Irrklang is sleeping all the time, it would still get the same percentage in that profiler. :) |
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