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Problem with timer :(

PostPosted: Sep 27, 2003 @ 10:52pm
by seb0uille

PostPosted: Sep 27, 2003 @ 11:13pm
by ppcStudios

PostPosted: Sep 28, 2003 @ 1:04am
by denthorq

PostPosted: Sep 28, 2003 @ 11:41am
by seb0uille

PostPosted: Sep 28, 2003 @ 4:21pm
by denthorq
I think that wont work with MultiThreading :-( I tried that with my other game using the MT but it behaves crazy hehe

PostPosted: Sep 28, 2003 @ 5:02pm
by ppcStudios
I'm not sure if the 2.0 multithreaded behaves the same (I haven't tested it), but under GD1.04 the timer works fine with the multithreaded framework (both pocketPachisi and 5 Card Spin use it). You might try creating the timer on the first pass through ProcessNextFrame to ensure you are on the draw thread. You can do this by testing if m_timerID == 0 in ProcessNextFrame and creating then creating it. As long as m_timerID > 0 then you won't recreate the timer.

PostPosted: Sep 28, 2003 @ 5:57pm
by seb0uille
Thanks for your help, but...
- It didn't work with MT, even when I created the timer in ProcessNextFrame

- I tried to replace CGapiApplicationMTWithSound by CGapiDrawApplicationWithSound (the one that should be single threaded) but despite my efforts it wouldn't compile :(
I'm still using 2.01b, maybe there's something with that.

I enventually decided to give up trying to add sound for the game...

PostPosted: Sep 28, 2003 @ 8:11pm
by denthorq
Post your code or drop Gersen a note. This will help especially there are readers here who can help you. I'm using Hekkus and it's great :-)

PostPosted: Sep 1, 2004 @ 2:39pm
by mcode

PostPosted: Sep 1, 2004 @ 3:29pm
by Pejo Software - Per

PostPosted: Sep 1, 2004 @ 4:09pm
by gersen
If someone is still interested I have updated my GapiDraw+Hekkus sample (GD 3.01b and Hekkus 0.99.x).
Later I will add a sample for GD 3.5.
You can find all on my website.

Have fun :)

PostPosted: Oct 13, 2004 @ 8:17pm
by mcode