Forums » Suggestions
Plugin-based audio backend
How about making an XMMS-like plugin-based audio backend, and then opening up the plugin API?
This would allow the community to build output plugins to fill any individual's needs, and would take the burden away from the developers.
Then maybe we could have seperate plugins for each platform, say OSS/ALSA/ARTS/ESD plugins for Linux, WAV output for win32, and whatever output Mac uses for OSX.
This would allow the community to build output plugins to fill any individual's needs, and would take the burden away from the developers.
Then maybe we could have seperate plugins for each platform, say OSS/ALSA/ARTS/ESD plugins for Linux, WAV output for win32, and whatever output Mac uses for OSX.
It currently is plugin based, that's why it has "Audio Driver" options. But, from a1k0n's reaction when I suggested changing OSS to ALSA, I'd say that the way sounds are handled sucks.
Hmm, well how about opening up the API then?
If any members of the community know how to develop these plugins then they could save a lot of time.
I don't know anything about audio programming, but i'm sure somebody else does, from what i've heard you do roguelazer.
As long as the people that write the plugins agreed to re-releasing it as closed-source when the game is finished (possibly with some reward e.g. free subscription for 6 months), it should work fine.
Unless of course the audio output plugin is the entire engine, which would mean writing a completely new one for every plugin, in which case you might as well just write one engine with output filters., like the way ARTS works.
If any members of the community know how to develop these plugins then they could save a lot of time.
I don't know anything about audio programming, but i'm sure somebody else does, from what i've heard you do roguelazer.
As long as the people that write the plugins agreed to re-releasing it as closed-source when the game is finished (possibly with some reward e.g. free subscription for 6 months), it should work fine.
Unless of course the audio output plugin is the entire engine, which would mean writing a completely new one for every plugin, in which case you might as well just write one engine with output filters., like the way ARTS works.
Please, don't change it to ALSA, ALSA just goes berserk here; so OSS is really the only option here :P
"Please, don't change it to ALSA, ALSA just goes berserk here; so OSS is really the only option here :P"
Since OSS is depreciated, out, defunct, abandoned, and, what other ways are there to say it. Completely and totally left behind as kernel 2.6 promotes alsa. You'd better work out those differences, as oss may not be much of an option for the rest of us.
Since OSS is depreciated, out, defunct, abandoned, and, what other ways are there to say it. Completely and totally left behind as kernel 2.6 promotes alsa. You'd better work out those differences, as oss may not be much of an option for the rest of us.
what i am suggesting is the option. There is a perfectly good OSS output plugin there, how hard can it be to create an ALSA one alongside it?
And for that matter, why not ARTS, or ESD, or DBMixer, or whatever else.
And for that matter, why not ARTS, or ESD, or DBMixer, or whatever else.
You don't want to plug any game to an ARTS output. Even on a Quadprocessor Atholon-64 you'll have 10 seconds of soundlatency.
um...right.
at most i get 1sec latency, under heavy load
streaming from juk whilst playing vendetta gives about 300ms latency, with a short buffer.
at most i get 1sec latency, under heavy load
streaming from juk whilst playing vendetta gives about 300ms latency, with a short buffer.
Lucky for you. My 1ghx athlon can't go under 4s latency, and ARTS consumes the majority of the CPU cycles, just for good benefit.