Csantucci, on 15 November 2015 - 01:47 PM, said:
I am not able to make myself understandable. In any ttype sound you can insert speed-dependent streams (dependent through triggers and volume curve). The same way, you can insert a curve force-dependent stream. The same as you get the speed from the train (or the car, I don't have the code now available), you get the curve force from the car.
I understand you now, I wasn't thinking properly! You are right, that is a perfectly good way of using the curve sounds.
Csantucci, on 16 November 2015 - 12:46 AM, said:
To be complete I must say that I had a crash at game startup (before adding the second volume curve) that I wasn't able to reproduce.
Yes, there are still some task synchronisation problems with sound. I've found two and have corrected them with "lock" processing. I haven't offered them as patches because they are virtually impossible to test because they happen so infrequently and "lock" processing is not popular with the OR Development Team. I've had these patches in place for many months and haven't had recurrences of the crashes they are meant to solve.
The "locks" don't seem to impact the performance of my system but I've recently changed my PC to an i7 6700K Skylake overclocked to 4.4GHz with solid state disks. It boots faster than my tablet!
Dennis