Discuss link: SoLoud Audio Engine "TLF" Release (soloud-audio.com)
Since posting a reply to an old thread doesn’t seem to have any effect, I’ll just try doing a new post.
SoLoud Audio Engine “TLF” milestone release; changes include:
Downloads, as well as documenation in various formats can be found at http://soloud-audio.com
(Is it just me, or has it become more difficult to announce projects on the net lately? All developer news services have disappeared, replaced by reddit/stackoverflow -wannabes. Even old forums worked better).
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I saw your other post in the “replies” and “unread” tabs. Not sure why it didn’t bump the thread in the “newest” tab, though…
To make it really useful, could you include the ability to stream audio from storage as well.
The reason for this is that games have vast numbers of sound effects. Lego Batman 2 had a little over 2000.
You don’t want all of them in ram at the same time :>
Also much better to stream music than to load it all into memory at once.
LB2 also had a bad habit of loading the same sound effect into ram multiple times with slightly different parameters (replay rate, pitch, etc). This is for the occasions where you want multiple copies of the same sound effect almost at the same time. (for example when you scoop up a load of pins)
Would be nice to be able to play the same memory buffer with different parameters to do the same thing without having multiple copies in ram.
SoLoud’s WavStream streams waves and oggs from disk.. and when you play N instances of a single sound, it only uses one copy of the data in RAM.
I’ve tried to make things as clear as possible in the documentation, but people still seem to have odd notions on what SoLoud does.. I wonder what I’m doing wrong =)