I actually just came back to edit some of that information into my original post but you beat me to it haha.
Im using the RC of SFML2 (downloaded from the main website), the problem occurs in both the Debug and Release versions of the project, and it doesn't matter whether SFML is statically or dynamically linked.
All graphics and audio drivers are up-to-date.
I've tried the project with the OpenAL32.dll and libsndfile-1.dll libraries included with SFML RC2 and with the latest freshly downloaded versions.
I'm not using my own laptop at the momet, but a minimal code reproduction of the problem would be along the lines of:
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <iostream>
int main()
{
sf::SoundBuffer* buf = new sf::SoundBuffer; //if this is commented out, the fps will be higher
int frameCounter;
int fps;
sf::Clock clock;
sf::RenderWindow win;
win.setFramerateLimit(60)
while (win.isOpen())
{
//poll events...
//attempt at an in-browser fps counter
if (clock.getElapsedTime().asMilliseconds() >= 1000)
{
fps = frameCounter;
frameCounter = 0;
clock.restart().asMilliseconds();
}
else
{
frameCounter++;
}
std::cout << fps << "\n";
}
delete buf;
return 0;
}
That may not compile, as i've just written it in the reply. I'll have to give this example a go tomorrow and see if this gives me the fps drop as well as my actual project.
In hindsight i probably should have done this hours ago, but i was prett stressed so i wasn't thinking clearly haha.
Thanks for the speedy reply
.