On Sat, Jul 5, 2008 at 9:24 PM, Vitaliy Margolen wine-patches@kievinfo.com wrote: <snip>
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Vitaliy,
Native behavior is for Unload to stop the effect also (see msdn or test it yourself), so the call to Stop here is unnecessary. If the call to Stop is required, it must be done in Unload, not Release, as it's not unusual to unload an effect without releasing it when a game has a large number of available effect instances.
It is my understanding that no explicit call to Stop is needed, either in Release or Unload, as evdev has the same behavior documented (see section 3.3 of ff.txt in the kernel docs).
The call to Unload is certainly correct, and I don't think there's anything strictly wrong with calling Stop; just make sure it's not covering up a bug in Unload.
Regards, Daniel Remenak
Daniel Remenak wrote:
You probably right. I did not experiment a lot with force feedback. Was trying to apply the same assumptions that exist in other places in dinput - anything that's being freed first have to stop then remove itself from the system.
Just trying to prevent any possible bugs that could be caused by not stopping/unloading force feedback effects.
Vitaliy.