I've been using the OpenAL Generic Software driver for a couple of weeks in my game and a few times I'd noticed that sometimes my sounds don't play after I've been testing the game for a little while.
I've actually got a channel array of 16 channels, and I noticed that sometimes say only half of them play (amount varies). I was able to duplicate the problem by rapidly restarting the level (with a hot key). This causes my channel array to be stopped and freed and remade. So I'm wondering if this causes the problem.
Here's the "control": With FreeAudio and Directsound it's works FINE, I can't duplicate the issue which rules out my code. It's something in the way OpenAL handles allocating channels and also StopChannel() maybe?
Anyone else found anything similar?
If I can't sort this, then it'll have to be FMod but has anyone used it successfully in BMax for normal game sounds (not just streaming oggs)? thx
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