-
```
Today I started to work with Tao.SDL audio
```
Original issue reported on code.google.com by `gse...@gmail.com` on 11 Oct 2009 at 12:17
-
```
Today I started to work with Tao.SDL audio
```
Original issue reported on code.google.com by `gse...@gmail.com` on 11 Oct 2009 at 12:17
-
```
Today I started to work with Tao.SDL audio
```
Original issue reported on code.google.com by `gse...@gmail.com` on 11 Oct 2009 at 12:17
-
```
Today I started to work with Tao.SDL audio
```
Original issue reported on code.google.com by `gse...@gmail.com` on 11 Oct 2009 at 12:17
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If this demo included a bxfr sound sample, that would be helpful.
Basically, any source audio pushed through Content.mgcb is output as a Windows WMA file, presumably because `MonoGamePlatform` is s…
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It seems like the only real obstacle to using LDEngine while using Linux as our development platform is the missing content pipeline feature used for the Tiled map support. I was happy to see (via a …
3vi1 updated
10 years ago
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```
Today I started to work with Tao.SDL audio
```
Original issue reported on code.google.com by `gse...@gmail.com` on 11 Oct 2009 at 12:17
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whenever I get the "ContentWriter.BaseStream" pointer, then the ContentWriter adding again and again the header in the file. Why ContentWrite write something in the file, i only get basestream…
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The categories below are mostly suggestions, getting long traces is good but getting all of a game's graphical features will be most helpful. Traces should be sent privately to flibit.
To enable tr…
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MonoGame has to run on case sensitive file systems. Often this leads to the game breaking on these platforms... sometimes several hours into gameplay... because the case of a content file on disk is …