@Mrodfr
Quote:
It really looks like we're not dealing with a bug, but with just "normal" calculations load.
I could not try the tracker as it crashed immediately as I launched it, but still I think it's safe enough to say that the problem with the tracker lies simply in the fact that mixing multiple audio channels with all kind of effects, enveloping, etc. at high quality requires a lot of calculations. In other words, it's pretty expectable that playing that kind of music takes a lot of CPU power. More or less the same goes for Zelda (it doesn't use tracker modules, but still requires music synthetizing and mixing).
As a counterexample, I have measured the CPU load due to music in BOH's menu: well, the result is that playing a 16-bit stereo OGG music file at 44100 Hz (and, on top of that, there's also a separate stero channel opened, although I don't know whether SDL_mixer voids mixing it altogether when no sample is being used) requires just 2-3% of the CPU power.
Apart from the audio part, also the graphics part should be considered - and that's a major factor in SDL's performance. It should be checked how much of the graphics is handled by the CPU/hardware, on the amount of graphics moved from system to video memory and so on.
In a nutshell, I just want to say that probably it's not correct to say that SDL is buggy - we could argue whether it's optimized and whether the programs that use it do it properly, but that's a different story.
Maybe ports suffer a lot from CPU overloading because ordinary PCs are normally more powerful than our Amigas, therefore programmers tend to use (or maybe waste) lots of resources (f.ex. allocating many audio channels) and use CPU-eating parameters (f.ex. very small mixing buffers, which cause lots of interrupts).