Mail Archives: djgpp/1996/05/24/19:33:59
On Fri, 24 May 1996 12:31:47 UTC+0200, you wrote:
>Thanks for the info... but even using EMM386 in my config, Mikmod doesnt give
>me any sound :_(... Did you change anything in the sources before compiling?
>I also want to use it in a game I am developing: Is it fast or does it slow
>down things considerably?
>
> Thanks in advance. (and forgive my English!)
>
>
> Juanje. (a920101 AT zipi DOT fi DOT upm DOT es)
>
Check out http://www.gl.umbc.edu/~pjenki1/djgpp_resources.html This
is my DJGPP programming page. I have combined Mikmod and Allegro for
my needs, and now others can try it. I too am using it in a game I am
developing. Here are few suggestions for optimum performance.
1. For any soundcard that is not a GUS, use the 8bit setting (GUS use
16bit - done with the hardware, not the CPU)
2. Set the mixing rate by hand, not through autodetect (unless
necessary). ie. SB Pro can only max at 22050 - set it for that. I
have found that the autodetect routines will use a higher mixing rate
(more CPU cycles) even though the sound card can't play at the rate it
mixes (very weird?)
3. Use -02 and -funroll-loops for optimiztion flags (along with
whatever else you need).
I am working on a fight style game similar to Mortal Kombat, Killer
Instinct. I have loads of sfx and loads of music but I haven't had
any (major) problems. Someone once said that the Sound Blaster Mod
Library is faster (1.5% cpu usage) (Mikmod ~4% - someone told me this,
I didn't test it) but the features in Mikmod far outweigh the SB thing
(different music formats, more sound devices supported, etc.)
cya
Patrick Jenkins
ps=I tried to mail you this, but it was bounced back.
Scully: Oh my God, Mulder, it smells like... I think it's bile.
Mulder: Is there anyway I can quickly get it off my finger without
betraying my cool exterior?
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