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Initial Engine Audio Additions #40
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SoapyEnigma
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Sep 12, 2024
- Added miniaudio -- Used for audio playing (game) and conversion (asset converter).
- Added stb_vorbis -- Used for vorbis/ogg conversion (asset converter).
- Added AudioManager -- Used to handle audio and functionality (game).
- Updated premake lua files, dependencies and modules, to include new audio related files.
- Added miniaudio -- Used for audio playing (game) and conversion (asset converter). - Added stb_vorbis -- Used for vorbis/ogg conversion (asset converter). - Added AudioManager -- Used to handle audio and functionality (game). - Updated premake lua files, dependencies and modules, to include new audio related files.
Updated for file selection for asset browser in Game
- Initial/preemptive update to handle future multiple sound source -- Update to handle asset browser and command console audio separately.
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I left some changes, and we're currently discussing in discord some changes to make the AudioManager API better.
if (endAllOtherAudio && ma_sound_is_playing(_assetBrowserSound)) | ||
ma_sound_uninit(_assetBrowserSound); | ||
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_assetBrowserSound = new ma_sound(); |
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We don't perticularly like having implementation details like "asset browser sound" in the AudioManager. It would be better if you could create channels in the AudoManager, and then you can play sounds in a specific channel, stop everything playing in a specific channel etc. Then for example the AudioDebugWindow or whatever you would call the editor window would create a channel for itself and use that channel to play/stop sounds.
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Same with _consoleSounds
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When I say Channel here, I mean MA's Sound Groups, like "Music", "Ambience", "Sound effects" etc. Not for example left and right channel on headphones. :P