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Initial Engine Audio Additions #40

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SoapyEnigma
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  • 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.

SoapyEnigma and others added 10 commits September 12, 2024 14:50
- 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.
Adding 3rd party library's licenses
Updated for file selection for asset browser in Game
Quick Fix + New Function (PlaysoundFileCommand)
- Initial/preemptive update to handle future multiple sound source
-- Update to handle asset browser and command console audio separately.
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@Pursche Pursche left a comment

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I left some changes, and we're currently discussing in discord some changes to make the AudioManager API better.

Dependencies/miniaudio/miniaudio.lua Outdated Show resolved Hide resolved
Dependencies/stb_vorbis/stb_vorbis.lua Outdated Show resolved Hide resolved
Source/Audio/Audio/AudioManager.cpp Outdated Show resolved Hide resolved
Source/Audio/Audio/AudioManager.cpp Outdated Show resolved Hide resolved
if (endAllOtherAudio && ma_sound_is_playing(_assetBrowserSound))
ma_sound_uninit(_assetBrowserSound);

_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

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2 participants