Hi!
Hello everybody, this is my very first post here in JOAL.
I happened to have my thinkings about that limitation problem. Before I read a post before about the 16 sounds limitation, I was thinking of a dynamic or simulated dynamic way of loading sounds.
After I read that nice post, my first question is:
- Is the limitation on the number of sources or in the number of buffers?
As in that post, I have to deal with many more than 16 sounds - but i would like to have the game compatible with any sound card, and I dont think I’ll need more than 16 sounds at the same time. My idea is to implement some kind of replacing algorithm, taking into consideration the PRIORITIES of the sounds (i.e. I should not replace the Background sound, for example). But then, I found myself unable to fully understand the next question…
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how should I manage a buffer, that is currently connected to a source (either playing or stopped) to load another sound on it, then link the source to the buffer and play the sound after? What happens with the data that was in the buffer and in the source before?
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I see in the other post that it is recommended to load ALL SOUNDS on the buffers, but… if there are kind of 100 sounds, may it work?
Even if i have went through the tutorials and played with JOAL a fair bit, it may happen that I am confused about the entities in JOAL… please, could somebody help me?
Thank you very much!