(easy to notice on G36 without silencer on auto)
I'll investigate further. (and i should ask dmaEX' author)
If it fixes on lower optimization options on gcc it may need it.
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I investigated further and details is in dmaEX's thread; it doesn't occur in ikalizer or openal, the actual bullets always go fast (only audio cutting off) and dmaEX settings don't fix it or lower optimization options.
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vanilla base sound issue, also occurring without dmaEX. It doesn't occur on ikalizer or openal.
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wow, I went back to 2 March 10 and it still occurs.
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bingo; it also occurs on binary from ioquake3.org (not iourt)
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Off topic to this reply: I just upgraded all windows files with a cleaner version of raw input code. It does not spam 'queue event overflow' after loading screens this time if you move the mouse during the loading screen. I'd better not bump the thread about it (it's spammed enough already about this feature).
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I timed it and it definitely is an audio issue; actual bullets definitely go down in iourt and ioq3 at the same time.
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I'll be investigating audio sample-number etc. vars.
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on raw mouse motion again: i'll update them later to not move the game screen when unfocused (that was silly). -- done.
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important memory leak fixed. 190710 files are now good.
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ok mouse motion on raw doesn't ninja some moves after returning from an unfocused game.
now with that base ioq3 sound issue ..
This post has been edited by mitsubishi: 19 July 2010 - 12:22 AM