Comments (2)
Awesome, thanks for the info!
I don't have any XACT games that use this (I think...?) so I don't have any reference to implement these bits, but I've edited the reading for the randomOffset and documented what I could in CueData:
If you end up implementing any of this, throw it my way and I'll merge it ASAP. (Also, I'll try to send this audio rewrite to upstream once I get the SDL2 stuff in... though DirectX SoundEffect may not like how XACT Cues are done now. Haven't checked.)
from fna-mghistory.
If you end up implementing any of this, throw it my way and I'll merge it ASAP.
We're about to implement the timeStamp stuff. I should be able to at least share that for sure.
Also, I'll try to send this audio rewrite to upstream once I get the SDL2 stuff in
Sure... hopefully we can keep the XACT change totally separate from SDL2 stuff. They should be unrelated.
As far as the SDL2 stuff... i'm convinced it is ready to be used full time. My hesitancy has been the dread of having to maintain both SDL2 for desktop systems and OpenTK for mobile in the future.
While the OpenTK guy has been starting to move on updating it and fixing desktop issues. I really lack faith in him not completely disappearing again and the platform getting stale.
DirectX SoundEffect may not like how XACT Cues are done now
Yea... have a bunch of "alternate" constructors and methods #if'd in there for different platforms. People keep hacking in stuff they need without consideration of the other platforms. It also doesn't help that we have multiple complete implementations of some of the audio classes.
It all needs to be cleaned up to a single set of source files and a common internal API that all platforms use.
from fna-mghistory.
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