Yes, it stay, even anything I do with my hardware... Some sound files make pause as play, others not.
When I usually call the playstereosound function, in my mod test, it pauses a very little. Not as mutch, as gun sounds do, or the flapping sounds, but still. Music plays smoothly, and several other sounds also,
But opening the fast travel menu, as it plays the small -clicks- when you choose from the locations, will always do little pause.
Yep, something with the sounds...
Also, as I remember, maybe wrong, the flapping sounds against wind was still present in alpha 6. And, again, as I remember, it wont made any pauses (?) am I wrong?
So, maybe it wont do anything with your mod, only the soundplay system?
I try out alpha 6 for this now.
Edited:
Made tests with alpha 6, and alpha 8 + patch from the same hardrive.
Near shore, at harbor, and open sea also, with ships around, or not.
<b>alpha 6:</b>
luffing sounds against wind presents, gun sounds appears the same.
<u>NO pause, or stuttering at all.</u>
Nowhere. Locations, and ships near appears incompetent.
<b>alpha 8 + patch:</b>
sounds the same. (appears to me)
all the time the machine plays the luffing sound, game begins to stutter.
before ALL single gun sounds go BOOM, theres a brief pause...
ALso the "fire guns AAAAArgH!!!" or what sound.
This what I did found out. You know the difference between this two versions,
but their behaviour appears totally different.
I hope I can help with this information.
alpha 8 is SOOO GOOD, that I cant wait to play it without stutter!!!!
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="
" border="0" alt="keith.gif" />
Edited2:
The problem is maybe in the sound.h or sound.c I found some difference in the versions.
But I cant see any first-sight problem, nor Im aware of the full functionality of the system.
Im not going to try to swap back to the alpha 6 version, as KK added a way to put another type of variable call with a funtion as the name of a sound, so im 100% sure that its incompatible.
Edited3:
In the alpha 8 + patch version, the new name selecting function: string Sound_GetName(string name)
Is a monstre big calculation as it seems. Calling before all sound played may result in time loss, but
im not sure:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string Sound_GetName(string name)
{
aref SoundsRef;
string aliasName = "Sounds_Alias";
int sidx = FindSounds(name);
if (sidx >= 0) {
makearef(SoundsRef, Sounds_Alias[sidx].files);
} else {
sidx = FindGreetings(name);
if (sidx >= 0) {
makearef(SoundsRef, Greetings_Alias[sidx].files);
aliasName = "Greetings_Alias";
} else {
sidx = FindTalks(name);
if (sidx >= 0) {
makearef(SoundsRef, Talks_Alias[sidx].files);
aliasName = "Talks_Alias";
} else {
return name;
}
}
}
int num = GetAttributesNum(SoundsRef);
string lnode = "l" + (rand(num - 1) + 1);
if(!CheckAttribute(SoundsRef, lnode))// MAXIMUS: FOR TESTING -->
{
aliasName = aliasName+"["+sidx+"].files."+lnode+".name";
traceandlog("WARNING: sound "+name+" ("+aliasName+") not exist, or not properly added into alias");
return "INTERFACE\notebook.wav";
}// MAXIMUS: FOR TESTING <--
return SoundsRef.(lnode).name;
}<!--c2--></div><!--ec2-->
I really wish to find out fast <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid="
" border="0" alt="sad.gif" /> but yet I cant.
Its just seems to me a really big calculation before each soundplay.
Which is very useful, im sure, and a required change, just takes alot more resource as the simply variable -name- did earlier.
But im not sure that this is the problem.