WINCE: Delayed sound effects and voice
|Reported by:||SF/japher||Owned by:||SF/knakos|
For background info see:
Sound is around half a second behind the graphics. This is present using uncompressed, mp3, vorbis and flac audio.
There's no outward signs of high CPU load (neither sound or graphics are choppy, just perfectly out of sync), though I haven't yet done any CPU monitoring to confirm this.
I've selected all games here as this has so far been observed on DOTT, SNM, FOA and COMI.
Hardware platforms this has been observed on:
HTC TyTN II (Kaiser)
HTC TyTN (Hermes)
Dell Axim X51V
HP Ipaq HX4700
Could this be caused by an inherent delay in sound hardware/driver on these devices? Maybe an offset is required to cue up sound events ahead of time to account for this delay?
I've observed an interesting side effect of this in COMI: sound clips that are supposed to be played very close together (e.g. characters interrupting each other) suffer from a gap of a second or more, making the speech rather disjointed. This suggests that the engine is waiting for one sound clip to finish before cueing the next. In this case, an offset wont help :( A good place to observe this is reading the time on the clock in Puerto Pollo, the time is delivered as a series of sound clips, and the gap between these is noticeably long.
Ticket imported from: #1918279. Ticket imported from: bugs/3658.