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Free, easy, portable audio engine for games

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Hello, still pretty new to cmake but this is what I needed to add to the cmake files in order to get miniaudio working correctly on both OSX (clang), windows...

> Expected behavior: Sounds are played back normally on Linux platforms. > Actual behavior: Sounds are played back, but there are distortions, stutters and glitches on Linux platforms. (at least...

This is useful for projects which don't support installing, allowing them to depend on soloud with less integration friction. The default behavior of cmake generation is unchanged.

Should fix #330. I've used this forward declaration in my own games before to avoid bringing in windows.h before and it seems to build fine here. I removed the extra...

This code seems to write a zero outside of the allocated memory for the voice group when on the last index. A possible solution here would be to overallocate one...

I assigned a 3D sound to a large building. Attenuation works as I would expect it, I seem to have good control over the sound volume for different distances. However...

## Expected behavior: Run, produce sound test.ogg ## Actual behavior: interrupted : ``` /usr/lib/libsoloud.so: undefined symbol: snd_pcm_close could not load: libsoloud.so ``` ## Steps to reproduce the problem: So sorry...

When loading certain ogg-files (which play fine in VLC), `stb_vorbis_stream_length_in_samples` returns 0. This leads to a crash in `Wav::loadogg` since no space is allocated. Is there a good way to...

…y size and mMaxActiveVoices was out of sync; this could happen when postinit_internal was not called

>Expected behavior: A static soloud library with JACK backend ready to go > Actual behavior: C2131 expression did not evaluate to a constant `jack_default_audio_sample_t data[dataLength]`; SoloudStatic E:\dev\soloud20200207\src\backend\jack\soloud_jack.cpp 54                   ^...