[IGDA Mobile-SIG List] Business - Consolidation
Matt Benic
mbenic at sun.co.za
Fri Aug 12 01:50:08 EDT 2005
Nothing we haven't been able to solve..
Basically it's just the inability of certain devices to have multiple sounds
of a given format in a prefetch state at once. It introduces the need for
multithreaded loading and makes the odd slowdown unavoidable. On the one
hand it's a device implementation issue, but I actually think it is more a
problem on the MIDP2 specification side- there is no allowance for querying
the audio abilities of a device. I've always found it quite ironic that the
audio API for development devices that are primarily audio communication
tools has always lagged a bit behind the graphic side. I mean how is it that
MIDP1 made it out with no out-the-box ability to use sounds? ;-)
Regards,
________________________________________________________________
Matt Benic - .Net/Axapta Analyst Developer
UTi Sun Couriers Division | Cnr Olievenhout Rd & Brakfontein Rd, Centurion,
0061
mbenic at sun.co.za | O 012-6732288 | F 012-6732344
-----Original Message-----
From: mobile_games-bounces at igda.org
[mailto:mobile_games-bounces at igda.org]On Behalf Of DrDon
Sent: 11 August 2005 07:47 PM
To: Mobile Game Development SIG Mailing List
Subject: Re: [IGDA Mobile-SIG List] Business - Consolidation
Matt Benic wrote:
We also use the K700 as our reference build. To be honest the two biggest
problems we have these days with device fragmentation is audio
implementation (especially Motorola and Samsung) and soft key detection.
It's a heck of a lot easier than with MIDP1.
What kind of audio implementation problems are you having?
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