Nikos Kastellanos

Results 44 comments of Nikos Kastellanos

I'd like to comment on the initial post of #2772 and propose a slightly different approach. First, how such a change will look in code. (public API) ex.1 ``` this.GraphicsDevice.BeginDeferredContent();...

The test is not 100% correct. A lot of hacks to baypass dirty flags and exceptions. First thing would be to refactor `GraphicsDevice` and implement `GraphicsContext`.

@mrhelmut , in addition to the fix, I moved the file checks outside of the ReadHeader, as I think it's best to have them in the main method and keep...

Point 1 makes me think that the check/event happens on every tick. However for point 3, mg implementation sets a flag during PlatformPlay and the events is invoked during the...

Something that seems to work is to ~~make _bufferNeeded boolean and call the event once per frame~~. ``` internal void UpdateQueue() { // Update the buffers PlatformUpdateQueue(); // Raise the...

XNA implementation isn't that good. for example State isn't updated immediately after Play/Pause/Stop. I bet what is described in the documentation is more correct behavior and what was their requirements/plan....

by looking at the test i see that xna fired event only on buffer completion. I prefer the documented behavior better. The implementation i currently have works fine. I might...

By the way, thank you for the test project. It helped a lot.

the while loop will halt if the user write the following, unless you add a limit check ``` private void DynamicSoundEffect_BufferNeeded(object sender, EventArgs e) { //TODO: tomorrow } ``` This...

@NaokiStark, @EvaisaGiac , Open your project in VS 2022, then select Debug/Performance Profiler/.NET Object Allocation Tracking and run the profiler while moving your mouse around. See if there is any...