rd_syringe
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From the Steam thread:
The Miles DLL Half-Life 2 is using is 6.6a, while the latest version which mentions the above fix is 6.6f. The mix fragment count value determines how far ahead to mix sound. Is the engine cranking up that value when loading something, causing the play cursor to get clobbered and glitching the sound? What if it's a Miles issue after all?
Originally posted by zerra
http://www.radgametools.com/msshist.htm
Fixed a bug in the DirectSound code where, if you cranked up the DIG_DS_MIX_FRAGMENT_CNT preference to maximum, then you could overwrite the play cursor which would cause sound glitching.
The Miles DLL Half-Life 2 is using is 6.6a, while the latest version which mentions the above fix is 6.6f. The mix fragment count value determines how far ahead to mix sound. Is the engine cranking up that value when loading something, causing the play cursor to get clobbered and glitching the sound? What if it's a Miles issue after all?