I didn't want to report it as a bug, because what's complete of the engine so far runs fine, but if you send a SIGSTOP to scummvm while the Urban Runner intro video is playing, and then restart it by sending it a SIGCONT, the video moves very quickly and the sound keeps going at the same pace.
It's just odd, that's all.
Urban Runner: Odd Bug
Moderator: ScummVM Team
- DrMcCoy
- ScummVM Developer
- Posts: 595
- Joined: Sat Dec 17, 2005 1:33 pm
- Location: Braunschweig, Germany
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Re: Urban Runner: Odd Bug
Nope, it's not odd at all. To keep audio and video in sync, the player memorizes the start time, calculates the lag with (currentTime - startTime) - (currentFrame * frameTime) and resyncs by changing (or completely dropping, if necessary) the wait time at each frame.
So if you send a SIGSTOP, no further frame is processed and as soon as you send a SIGSTOP, the player thinks it fell completely behind.
Yes, there's a way to fix the apparently odd behaviour, by using AppandableAudioStream::getTotalPlayTime()... I'll fix that when I get around it
So if you send a SIGSTOP, no further frame is processed and as soon as you send a SIGSTOP, the player thinks it fell completely behind.
Yes, there's a way to fix the apparently odd behaviour, by using AppandableAudioStream::getTotalPlayTime()... I'll fix that when I get around it
- DrMcCoy
- ScummVM Developer
- Posts: 595
- Joined: Sat Dec 17, 2005 1:33 pm
- Location: Braunschweig, Germany
- Contact:
Re: Urban Runner: Odd Bug
There, should be fixedDrMcCoy wrote:Yes, there's a way to fix the apparently odd behaviour, by using AppandableAudioStream::getTotalPlayTime()... I'll fix that when I get around it