Game Development Community

Dedicated server and SFX system

by Guy Allard · in Torque 3D Professional · 04/29/2010 (5:50 am) · 1 replies

I'm interested to know why a dedicated server needs to initialize the SFX system. Surely that should be a completely client-side entity like GFX? It seems like a waste of resources loading sound system dll's on a dedicated server. Something like an SFXNullDevice needed maybe?

Also, many of the SFXDescriptions are in the wrong place - e.g. core/scripts/client/audio.cs, but they're required by the server when initializing datablocks.

A bit of a mess really.

#1
09/21/2010 (11:40 pm)
Bump. Interesting question. I've realized that sounds are loaded on a dedicated server. It almost doubles the memory footprint.

Is there a way to force the SFXProfiles to not actually load the resource? There's an sfxNullProvider now, shouldn't it just load that one provider as Guy suggests?