piet wrote:OpenAL is quite picky on the sample format in my experience. I haven't looked at the sound files yet but it might be something in that direction. Or using too few channels which means that a playing sample might be interrupted at the wrong moment to free a channel for the next sound. However, it definitely sounds different (different mixing algorithms I guess)
I don't think it's a channel problem (still maybe they could be upped to 32 instead of 16? The FMOD version uses 128.. ..not that it needs that many.. ). But the problem isn't worth losing sleep over, it's not even really distracting.
Yup, placing it in soundsystem.h was just a quick fix since I didn't know whether FMOD support will be dropped completely so I went for this hacky typedef solution. autotools put such things into config.h I think.
Ok. I don't want to drop it completely, but to either maintain two packages, one for FMOD and one for OpenAL or go with the autoconfig route (that'd be the preferred solution).
Even if it's big and ugly it's not that hard. If anyone volunteers I'll do it
I once looked into them, and got scared away almost instantly.. Maybe I could take an another look, but if you / anyone has any experience with them, the help is really appreciated.
Definitely strange since everything else works perfect for me (at least in regards to ALSA, lol In any case I'm not going to look into this one since FMOD isn't my cup of tea. And I agree, OSS is hopelessly outdated.
Yeah, no need to investigate it further. FMOD's been somewhat unreliable in Linux before as well (in my experience), but in Windows it works really great.
You're welcome. And how should I have passed on this game when it comes to hunt spacey 'shrooms in such a colourful space