OK,
Tested with Battlezone 2. Both patched and unpatched the in-game (non movie) sound exhibits a popping sound (minor but mildly annoying) with lines and lines of
fixme:wave:DSD_CreateSecondaryBuffer (0x454d16b8,0x4686cad8,ca,0,0x47a002ec,0x4041b054,0x47a002c8): stub
and
err:dsound:DSOUND_MixInBuffer length not a multiple of block size, len = 281, block size = 4
The first error I expected to see again, and I believe that this is the one responsible for the popping noises. The second I thought could be rectified by your patch, which seems to have tried to pad the length to match a block size multiple, but it appears that either I interpreted your comments wrong or the patch did not succeed.
Also tested DeusEx - sound exhibited no errors. In the past the game had always sounded just a bit fuzzy, although I have not played it in so long that it might not be your patch that fixed this issue.
I've got a couple other apps that I can test. Will report back.
Randall
James Hawkins wrote:
On 10/30/05, Randall Walls rwalls@gwi.net wrote:
With patch applied I can't get mixer.c to compile. I'm getting an error that 'still_behind' is undeclared, but apparently DSOUND_MixOne is attempting to use it.
I get no errors when I patch mixer.c and audio.c. I'm patching against the 0.9 release, not against cvs, but I don't think that would matter, I don't think that the content of the files has changed since the release.
I'll run through the patch and see if I can spot anything odd.
Just comment out the TRACE that contains still_behind. gcc reports the file and line number of the error.
-- James Hawkins