UndertaleME
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02-09-2021, 01:30 AM
Post: #21
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3rd Audio Engine on-going update
For the users that always see the chats, you have recently seen me complaining a lot about J2ME audio's architecture lol
Yiff you J2ME Sounds I've been having issues recently when trying to Play audio simultaneous into Quality Mode, when multithreading them. I've managed to patch it partially but i still got these problems: the Audio Engines breaks completely when multithreading, throwing javax.microedition.media.MediaException, it doesn't has this problem when using only single thread. Compatibility Mode seems to have no problem to handle with multi-threading tho Another also known issue caught in both modes, audios seems to take a little long to load, randomly varying from 2ms to 3s. I've been classifying it as a limitation since them, but there's a workaround. Currently, there's 2 modes for the Audio Engine, wich will define how'll it handle to sounds:
But that way of getting phone's Audio capabilities is very unprecise. Some models does supports audio mixing with less than 1MB RAM, and some doesn't support with over than 1MB RAM So, by looking at JSR-135 Javadoc (i did not find it before, it has some useful details that wans't in the one i used directly from Oracle), there's some implementations we can do for a more precise compatibility check... By this graph, there's some keys we can use on MMAPI to know what can the device handle, and what it doesn't. Using the function System.getProperty(String key) By using the key supports.mixing, we can know if the phone handles playing multiple audios at once, and then we will not needed to pause the music to play another SFX. If it returns TRUE, it'll be automatically set to Quality Mode There's also another key that interest us here... It's the streamable.contents key. It defines if the phone supports streamming audio and it doesn't need to load it entirely before playing it. Currently, UndertaleME's Audio Engine only loads the audio entirely before playing it. And it takes time for it to encode files, store on the RAM and realize it. Streamming contents are useful because, if the phone supports it, it'll save some RAM space and allow us to bypass audio loading, so the audios will play much more quicker. But if the phone doesn't supports it, the Audio Engine will still load it completely before playing it. On the next version, i also want to add 2 more modes to increase its compatibility and capabilities:
Conclusion Concluding, these are what's planned to the next update:
I'm in mind to releasing a benchmark with this Audio Engine to make another research and stability check [size=xx-small]Signature[/size] [URL=https://www.exophase.com/user/JoseskVolpe/][IMG]https://card.exophase.com/2/0/45687.png?1612237163[/IMG][/URL] [align=justify][size=x-small][b]OwO ¿¿¿What is this??? *wags tail* Take my beret plz 7w7 ~[/b][/size][/align] |
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Messages In This Thread |
UndertaleME - JoseskVolpe - 07-10-2020, 10:51 PM
RE: UndertaleME - John Marcus - 07-11-2020, 11:43 AM
RE: UndertaleME - Oba amos - 07-13-2020, 04:51 PM
RE: UndertaleME - Oba amos - 07-13-2020, 06:59 PM
RE: UndertaleME - JoseskVolpe - 07-13-2020, 09:23 PM
RE: UndertaleME - Oba amos - 07-13-2020, 09:41 PM
RE: UndertaleME - Oba amos - 07-14-2020, 03:58 PM
RE: UndertaleME - Oba amos - 07-15-2020, 06:05 PM
Quick preview OwO - JoseskVolpe - 07-16-2020, 01:48 AM
RE: UndertaleME - Oba amos - 07-19-2020, 06:47 PM
RE: UndertaleME - Oba amos - 07-20-2020, 08:17 PM
RE: UndertaleME - rahuldv - 07-21-2020, 08:01 AM
RE: UndertaleME - java gamer - 11-08-2020, 06:53 AM
Forwarding the project - JoseskVolpe - 01-27-2021, 12:24 PM
RE: UndertaleME - Dip_Dey - 01-27-2021, 08:03 PM
[VIDEO] Army Knive library, hardware test and GitHub - JoseskVolpe - 02-01-2021, 10:51 AM
RE: UndertaleME - John Marcus - 02-01-2021, 12:18 PM
RE: UndertaleME - JoseskVolpe - 02-02-2021, 02:40 AM
3rd Audio Engine on-going update - JoseskVolpe - 02-09-2021 01:30 AM
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