Comments (2)
Hi,
the Startup class doesn't actually have proper timing yet, it just delays for some time between frames (I know...). I will probably add some global method for timing main loops later.
As for BinkVideo, I haven't yet figured out how to use the new ffmpeg api, as it doesn't handle
timing for you and the online documentation is mostly for the old api. This is probably the reason for the screwed-up audio too. I will have to read into that a bit more.
from sourcehold.
I've read a bit more about ffmpeg.
At this moment, the game loop acts as a player playing a video and an audio frame for each loop. Based on the loop speed, the fps can be variable (depending on processor load). I suppose that's the problem of the screwed up sound.
It looks like a separate player like ffplay is needed.
(Https://github.com/FFmpeg/FFmpeg/blob/master/fftools/ffplay.c)
To use such a player, the game loop should pause while the player is running. At the moment, I have no idea how else to embed an asynchronous player into a game loop that render all visual graphics.
from sourcehold.
Related Issues (20)
- feature: cleaner build output on Apple platforms HOT 1
- I need data HOT 3
- I have a question HOT 5
- Stronghold Definitive Edition HOT 9
- feature: FFMPEG interface
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- feature: decrease shared_pointer usage and move to ECS and DoD
- feature: interface for peripherals and display
- refactor: startup -> main menu procedure
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- feature: build tests on iOS
- feature: interface for single-instance SDL objects and runtime
- feature: RAII wrappers for common SDL objects HOT 1
- feature: common Color functionality
- refactor: Texture
- refactor: Surface
- refactor: Renderer
- refactor: Display
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- refactor: TileSet
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from sourcehold.