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Author Topic: Multiple Streams Simultaneously  (Read 2669 times)

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DrewCelery

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Multiple Streams Simultaneously
« on: June 25, 2012, 10:10:56 pm »
Hi, I'm making a game where instruments drop in and out depending on in-game circumstances by having them stream at the same time and then changing the volume to 0 or 100, depending on if they're being used.

However, there is a delay between the instruments, and I was wondering if there was a way to sync all streams' positions to that of one stream, so they are all in sync.

I'm using SFML 1.6, and have 6 .oggs playing at the same time.

Thanks!

Laurent

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Re: Multiple Streams Simultaneously
« Reply #1 on: June 25, 2012, 10:54:07 pm »
No, sorry. Maybe you should look at other (more complete) audio engines, such as FModEx.
Laurent Gomila - SFML developer

DrewCelery

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Re: Multiple Streams Simultaneously
« Reply #2 on: June 25, 2012, 11:08:45 pm »
Oh, okay. I'll look into that.

Thank you for the reply!

Edit: For anyone else that may have this problem, limiting the framerate to 60 seemed to get rid of some of the desync.
« Last Edit: June 25, 2012, 11:50:32 pm by DrewCelery »

DJuego

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Re: Multiple Streams Simultaneously
« Reply #3 on: June 26, 2012, 12:03:30 am »
Yep. FModEx is The Monster of the Audio (:o)... But the license is restrictive and it is not open-source.  :-\

cAudio engine is an advanced C++ wrapper around the OpenAL API with zlib license. Perhaps you want to take a look.

DJuego

P.S: Can i post the link?