AAPlay.DLL
3 messages in this thread
Phil,
I'm playing some large (8MB) full-screen (640 x 480) animations using
aaplay.dll. These are slower in imaging than when I play them from DOS (no
surprise there…), but when I play them in the animation player for windows
with the Full Screen, Load in memory, and No Pallete animation boxes checked, I
get "good enough" performance. When I use aaLoad(), the animation plays slower
than in player, even though I set wMode to (AA_MEMORYLOAD | AA_NOPALETTE |
AA_FULLSCREEN). In fact, it appears that AA_MEMORYLOAD doesn't do its job (this
is version 1.01 that I'm using), and the animation still loads off the disk
even though I have lots (26Mb, all main memory) of real memory free.
Any hints?
Thanks,
Walt Knowles
<<it appears that AA_MEMORYLOAD doesn't do its job>>
Even though you specify the memoryload option, if there is not currently enough
free memory, then the animation will load from disk to run, no matter what.
AAPLAY loads it, but windows spools it back out to temporary (virtual memory)
files. This can make it seem like nothing is happening.
Phil, I have 28MB of free memory for a 3MB Animation. Does AAPlay attempt to
realize all the dibs at once if I specify AA_MEMORYLOAD? If it does, I might
not have enough memory (it's about 100 frames long). That being the case, is
there a way to play from a buffer?
Walt