(direct)sound problems with SDL

Hello friends,

We are making SDL based game and found some bad problem with sound.

On some sound cards using DirectSound (frequently on internal or with
acceleration off) sound is glitchy, sound bad alot of noise etc.
I read somewhere there is bug in SDL dsound so use waveout with: set
SDL_AUDIODRIVER=waveout
We did it and it works w/o glitched on all sound cards that had problems
before but latency is terrible - about 0.25 to 0.5 seconds so event is over
but sound just started to play!.

Any ideas how to fix that?
We dont use SDL_mixer, just pure stream into sdl’s method (we mixe
everything manually).

Thanks in advance,
Alex

That horrible lag is because Microsoft says the audio buffer for waveout must
be above a certain minimum size, which happens to be huge. Smaller sizes
will USUALLY work anyway, but SDL keeps to the minimum to abide by the
standard.On December 9, 2005 11:07 am, aktionx wrote:

Hello friends,

We are making SDL based game and found some bad problem with sound.

On some sound cards using DirectSound (frequently on internal or with
acceleration off) sound is glitchy, sound bad alot of noise etc.
I read somewhere there is bug in SDL dsound so use waveout with: set
SDL_AUDIODRIVER=waveout
We did it and it works w/o glitched on all sound cards that had problems
before but latency is terrible - about 0.25 to 0.5 seconds so event is over
but sound just started to play!.

Any ideas how to fix that?

2005/12/10, Tyler Montbriand :

Hello friends,

We are making SDL based game and found some bad problem with sound.

On some sound cards using DirectSound (frequently on internal or with
acceleration off) sound is glitchy, sound bad alot of noise etc.
I read somewhere there is bug in SDL dsound so use waveout with: set
SDL_AUDIODRIVER=waveout
We did it and it works w/o glitched on all sound cards that had problems
before but latency is terrible - about 0.25 to 0.5 seconds so event is
over
but sound just started to play!.

Any ideas how to fix that?

That horrible lag is because Microsoft says the audio buffer for waveout

must
be above a certain minimum size, which happens to be huge. Smaller sizes
will USUALLY work anyway, but SDL keeps to the minimum to abide by the
standard.

Does it mean we could download SDL sources, change buffer size and compile
it and it may be fixed?

Okay, whats with direct sound problem than? As i understood its well known
but not been fixed yet =(
Alex> On December 9, 2005 11:07 am, aktionx wrote: