One source of "jerkyness" may have been identified
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- Dominant language
- C++
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Description
Repro: Start a new game, run 30-or-so m.
Starting a new game in a debug build, while running under a profiler, I found out some lua script loaded a bunch of audio files - most if not all completely unrelated to the area I entered, and definitely not somethign expected to be played within the next seconds.
This made me realize the audio subsystem needs at least one, and maybe two, new functions.
- preload.
This one should be obvious. What may not be obvious is that it should run in another thread (think WorkItem's). - play_ambience.
If added, this one should use the same preload (or even WorkQueue) mechanism, to not lock up the main game pointlessly.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the profiler observation with a new game, then trace the Lua audio calls into the audio subsystem. Review the existing WorkItem or WorkQueue mechanisms before defining the preload and play_ambience entry points. Done means unrelated audio is not loaded synchronously during gameplay and ambience playback avoids blocking the main game loop.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100