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If I understand the code correctly, sound fading is currently linear in SuperTux (correct me if I'm wrong):
https://github.com/SuperTux/supertux/blob/3bfadc3b6fbd075c3e02091698ac02b5e23a8eef/src/audi…
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**System Information**
- Steam Audio version: 4.5.0
- Unity version: Unity 2022 and Unity 6 (have tried in both)
- (If applicable) FMOD Studio version: Using Unity audio
- Operating System and ver…
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It would be way nicer if citations were more accessible as a UX:
> This is sort of what citations are all about, but they could be a lot more interactive. Sometimes when I try to cite electronic so…
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### System Info
N/A
### Information
- [X] The official example scripts
- [ ] My own modified scripts
### 🐛 Describe the bug
The llama.com website states:
> The open-source AI model
So I'm l…
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On the target side, I wouldn't expect that any affixes should have their features displayed in bold. These don't CONTRIBUTE features, do they? Isn't it the case that they need to GET their features …
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### Is your feature request related to a problem? Please describe.
Currently the audio system used with FrooxEngine is a hybrid - the computation of all sound buffers for individual sound buffers hap…
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### Overview
To keep our git history clean, we request that contributors run `git rebase` and squash unneeded or repetitive commits. This is not as easy as it sounds, so we should write up a guide …
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I recently missed an option to export intensity values for each sound source. I think such option may be added in future releases as it is possible to do so with sound pressure. In future it may be us…
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Hi all,
I was wondering if anyone had any guidance regarding how I would implement a control method (WDAF / MCWS / etc) to minimise the effects of unwanted room reverberations.
I have modelled …
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## What problem does this solve or what need does it fill?
For better performance I try to limit amount of audio sources and spawn a few audio sinks at startup once. I've implement a queue for soun…