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Old 12-03-2006 | 01:17 AM
  #491  
Crater Meistro
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From: , MO
Default RE: FS one by Horizon Hobbies

I'm learning how to fly a CP Pro and can now hover, but I'm apprehensive to try anything beyond that. I'm a'feared of rackin' up big repair bills! So I've been thinking about getting a simulator... I've seen that FSOne does the Blade CP heli, but can it model a CP Pro? The primary differences between a CP and CP Pro are the addition of symmetrical blades and a LiPo battery system.

Hey FSOne team, did you ever get your sound glitches fixed? I may be shooting in the dark, but this sounds similar to an audio issue I had in the past when working on a hobby programming project (a simple DirectX 2D game engine). I used an array of DirectMusic buffers for simple one-shot sound effects stored in WAV files, and that worked great. But my audio issue was with DirectSound buffers that I used for streaming in audio data from OGG and MP3 files. Here's the story:

I was using four small sound buffers for my DirectSound streaming audio engine, and was using Windows notifications to control when more audio data was to be loaded into the sound card. I used a DirectX enumeration scheme to determine whether a soundcard could support hardware or software sound buffers. On most computers, this worked great! But on a handful of computers with certain soundcards (including my own onboard Intel audio chipset) I'd get bad audio errors. It almost sounded like a badly skipping CD! It took forever to find the root of the problem... Even though enumerating an audio system's capabilities made it look like I should create hardware sound buffers, it turned out that in some cases I actually shouldn't - The soundcard would go ahead and create the hardware sound buffers, but the audio would get cached into the soundcard in such a way that the audio would go out-of-sync when played back. The only way I could fix that sound problem was to add a 'Disable hardware sound buffers' checkbox in my game's menu system, where the user could select it if he or she was having audio problems. If the user selected this feature, the game would only create software sound buffers for the streaming audio engine. After I added that feature, all of my streaming audio problems went away.

Clear as mud, huh? Hard to describe... In a nutshell, my Intel onboard audio cached sound data into the card itself when hardware sound buffers were created, and this jacked around with how the Windows notification data loader worked - False notifications were generated, data was loaded at the wrong times, and the resulting sound was pretty garbled. But If the game created software sound buffers for my onboard Intel audio, the sound was streamed into the card as it became available and thus was loaded and played in the proper sequence, and the resulting sound was flawless.

Hope that helps!