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Lightweight game audio

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Currently Gain is non-seekable which requires using the `SpatialSceneControl::play_buffered` instead of `SpatialSceneControl::play`, which is both less ergonomic and slower (even with optimizations). OTOH, per-signal gain seems to be standard in...

Right now, defining a controlled signal always involves unsafe shared memory handling. We should explore ways to leverage the type system to reduce the hazards here, ideally without forcing additional...

enhancement

Reverb is intrinsically dependent on spatial data, so this probably needs to be baked into `Spatial`. One effective strategy is to use a "feedback delay network" where sound reflections are...

These probably(?) cause popping as-is.

bug

This is probably not a big deal, I just wanted to mention it because it surprised me when I first realized it ... https://github.com/Ralith/oddio/blob/adc60db7a8c9ccda5a45e5b3a6c06a1a82f8dc25/src/spsc.rs#L197-L202 After allocating all memory, the `Box`...

@tesselode has described some interesting use cases where sounds are played according to complex rules with precise timing based on dynamic gameplay conditions. This is difficult to support: simply playing...

enhancement

Resampling in `stream::Receiver` and `SamplesSource` is currently hardcoded to use linear interpolation. Higher quality might be obtained by using higher-order polynomial interpolation, at a latency and CPU time cost. It's...

oddio presently only has good support for signals and filters arranged in trees. It's unclear if there's a compelling use case for more complex graph topology; if you have one,...

enhancement