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   February 10, 2017  
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[02:06:08] <Emcy_> 5ms for the hrtf processing seems really good.
[02:06:30] <Emcy_> considering that sort of thing required an ASIC not long ago
[02:07:01] <Emcy_> 100ms latency seems about right with what i can hear in game
[02:07:22] <Emcy_> CS GOs processing seems slightly more latent even
[02:07:44] <Emcy_> i wonder if there is room or scope to reduce it below 100ms though
[02:13:55] <KittyCat> you can try changing it for your system. in alsoft-config, you can change the buffer metrics to create less latency (though it puts more weight on the CPU, as it's less time to process the same amount)
[02:15:11] <Emcy_> i might try that
[02:15:47] <Emcy_> i suspect most people who would run oalsoft have cpu power to spare these days. Even entire cores going spare probably.
[02:15:47] <KittyCat> or edit .alsoftrc/alsoft.ini with the period_size and periods settings (see alsoftrc.sample with the source)
[02:16:15] <KittyCat> yeah, I've been considering lowering the default buffer metrics
[02:17:15] <Emcy_> i could do some testing to see the point at which sound processing becomes transparent to which way youre looking in a game
[02:17:29] <Emcy_> its not very far off right now
[02:18:17] <jpernst> can the location of the config file be changed with an env var?
[02:20:09] <KittyCat> you can specify a custom/extra config file by setting ALSOFT_CONF to the full path+file. needs to be set before the library is initialized (best before running the app, or at least before loading the lib)
[02:20:28] <jpernst> yeah, my bindings load the dylib dynamically so i could set it before that
[02:21:06] <jpernst> perhaps even allowing hot reload to change the params
[02:21:11] <jpernst> in the absence of a config extension
[02:22:35] <KittyCat> just be aware that the config options are highly version dependent
[02:23:37] <jpernst> yeah, i'd emphasize the fact that they're "configuration hints" and are not guaranteed to work
[02:23:38] <KittyCat> I try to maintain backwards compatibility, but sometimes some options are outright dropped, and others can have had settings that don't make sense anymore
[02:24:08] <jpernst> i'm mainly interested in the latency and resampler settings
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[22:50:34] <CCHyper> evening, is anybody online? :)
[22:54:42] <KittyCat> hi
[22:55:37] <CCHyper> Hi KittyCat, how are you?
[22:56:06] <CCHyper> Not sure if you remember me, we spoke quite some months ago, you helped with out OpenAL implimention
[22:57:44] <KittyCat> I'm alright
[23:00:33] <CCHyper> We are trying to handle focus loss and gain and when we process gain after loss, it sounds like its playing back random data
[23:01:05] <CCHyper> And I am unable to pin point it to where the issue is coming from
[23:01:29] <CCHyper> playback is fine, works as intended, but as soon as we do focus loss then gain, its broke
[23:02:20] <CCHyper> alSourcePlay and alSourcePause are both in use respectively
[23:03:23] <CCHyper> though one of our testers did notice that alSourceQueueBuffers is returning and error and alBufferData is also
[23:04:41] <KittyCat> can't really say without knowing the code. do you do anything with the current context once it's set?
[23:05:49] <CCHyper> after we have done the init, nope
[23:06:05] <CCHyper> we create on startup, destory on shutdown
[23:06:34] <KittyCat> can you pinpoint what's causing the errors in the AL calls?
[23:07:12] <CCHyper> I can't, and the coder who worked on this has since become AWOL
[23:08:05] <CCHyper> we dont get a crash, just reported errors. and the errors we get are...
[23:08:32] <CCHyper> AL_INVALID_OPERATION from alBufferData
[23:08:55] <CCHyper> and from alSourceQueueBufffers
[23:09:53] <CCHyper> the audio buffers we parse into these are ALuint AudioBuffers[20], acting as a ring buffer
[23:10:12] <CCHyper> alBufferData(AudioBuffers[GetBuffer], Format, data, size, Frequency);
[23:10:17] <CCHyper> alSourceQueueBuffers(Source, 1, &AudioBuffers[GetBuffer]);
[23:10:23] <CCHyper> GetBuffer is the ring index
[23:11:03] <KittyCat> alBufferData may generate an AL_INVALID_OPERATION error if it's still queued on a source
[23:13:03] <CCHyper> sorry, I dont quite follow, do you mean we have to unqueue all on "stop"?
[23:13:19] <CCHyper> I wish to have the audio "pause" until focus restore
[23:14:52] <KittyCat> you don't have to unqueue all on stop. but you need to make sure the buffer you're filling is unqueued
[23:17:20] <CCHyper> do you mind if i show you a copy of the openal interface again?
[23:17:59] <KittyCat> sure
[23:20:49] <CCHyper> just PM'd links
[23:32:00] <KittyCat> do you stop calling Queue_Audio while it's paused?
[23:35:19] <CCHyper> Let me check
[23:36:20] <CCHyper> I dont think we do...
[23:36:55] <CCHyper> should Queue_Audio check for Stopped?
[23:38:12] <CCHyper> oh, they are part of a different class
[23:38:14] <CCHyper> hm
[23:39:19] <CCHyper> can I fetch the current OpenAL status after it has been issued alSourcePause(Source);?
[23:41:50] <KittyCat> whatever's calling Queue_Audio needs to be aware that it shouldn't be forwarding more audio
[23:43:42] <CCHyper> ok, let me try something
[23:45:30] <CCHyper> so i should handle this outside of Queue_Audio?
[23:46:39] <KittyCat> yeah. presumably you've read audio from some place and moved the read pointer ahead before calling Queue_Audio
[23:46:57] <CCHyper> we have a audio maintence function
[23:47:10] <CCHyper> two places call Queue_Audio
[23:47:19] <CCHyper> the initial play sample function
[23:47:30] <CCHyper> and the maintenance callback
[23:47:39] <KittyCat> so nothing you can do in Queue_Audio will tell the reader that the audio can't be used yet
[23:49:56] <CCHyper> so our sound thread needs to skip the call to the callback function?
[23:50:05] <CCHyper> in we are in a loss state?
[23:51:04] <CCHyper> logically, the game does not pause on focus loss, so I want the OpenAL interface to pickup where ever the game currently is
[23:51:21] <CCHyper> not resume from after it paused
[23:51:37] <CCHyper> the game will continue to issue new sounds while its out of focus
[23:51:44] <CCHyper> deos that make sense/
[23:52:06] <CCHyper> does*
[23:52:56] <KittyCat> I guess it depends on what exactly you want to happen on focus loss/gain
[23:53:11] <CCHyper> pickup where ever the game is
[23:53:46] <CCHyper> so i suppose it should be issuing new data to play, but OpenAL needs to not be accepting it until focus gain?
[23:55:18] <KittyCat> you could just set the listener gain to 0 then, and keep sources playing/queueing audio
[23:55:33] <CCHyper> oh we can?
[23:56:52] <CCHyper> ok, so i guess all I need to do is update the calls in OpenALInterfaceClass::Start/Stop yes?
[23:57:12] <CCHyper> Play to Set_Volume(1.0f) and Stop to Set_Volume(0.0f)
[23:57:17] <CCHyper> is that right?
[23:58:44] <KittyCat> Start/Stop would be a misnomer then since audio is still being processed, it's just silent
[23:58:57] <KittyCat> but it sounds like that's the behavior you want
[23:59:15] <CCHyper> ok, so a call to alSourcef() allows this?
[23:59:22] <CCHyper> with AL_GAIN
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   February 10, 2017  
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