Christian Walther wrote:
> How about adding a "duration" method to sounds, so that you could query
> the duration and use pipmak.schedule? That should be trivial.
That should work just fine for what I want to do, since I don't need
*seamless* concatenation of sounds.
> Neither of these approaches would be accurate enough for seamless
> concatenation of sounds, due to Pipmak's synchronous frame-by-frame
> design. For that, you'd have to queue the sound buffers into the same
> OpenAL source, while currently every Pipmak sound has its own source (so
> that sounds can play concurrently).
>
> That should be easy to add, but can you elaborate a bit on how you'd use
> it? I'm not convinced there's no bug involved or there isn't an easier
> way of achieving your goal.
>
> Engine settings should be restored automatically from saved game files
> (if they aren't, that's a bug). For your own custom settings, how is
> restoring them to the state table not sufficient, what exactly would you
> need to do in that hypothetical "onloadsavedgame" handler?
Maybe I should explain it in a different way: parts of the engine state that
aren't game-specific (i.e. joystick speed, screen resolution, mouse mode,
etc.) don't get saved. So I was thinking of saving the user-specified values
for these variables in the state table, but then there's no way to
automatically change the engine state when a saved game is loaded.
So, basically, I just want a way to save the *entire* engine state in a saved
game file.
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