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Sounds are very indicative of on screen action (even considering that the player will sometimes be looking at the keyboard). Sounds will definitely help immerse the player even more if done correctly.…
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For some reason, no matter how close the player is to a environmental sound (for example a house) the sub_8F100_sound_proc19(...) is passed a volume of 0.
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I think it would be neat if nature sounds (like animals noises, for example) played around parts of the map that the player hadn't built over yet. It would be a cool use of our 3D sound. Of course, we…
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MPRIS is a D-Bus API which aims to provide a common programmatic API for controlling media players.
In our case, it is interesting because it provides a mechanism for querying compliant media players…
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# Feature request
## **Short description**
Additional API events which our plugins can listen to :)
Like for example:
- **ArenaLobbyStart** - *When the lobby is created. Where ArenaStartEv…
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**Is your feature request related to a problem? Please describe.**
Our sound system can be enhanced and made more flexible and efficient. In addition, different kind of audio quality features can be …
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First of all, thanks for your efforts to build this package. It's great!
I'm facing a weird issue though. If I set up multiple players having each of them with a different value for the `looping` p…
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With stock core settings, Start 1P button in Super Pac-Man acts simultaneously as both Start button and coin insert. In effect it causes the game to start immediately once the button is released. Pres…
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Quite a few demoscene productions use MIDAS, MIKMOD or Cubic Player and for some reason, none of them detect the BLASTER variable and even when manually inputting the right address, dma, irq no sound …
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Recently me and my friends started to play Descent2 again and were suprised and happy to find the new mode "Bounty".
This mode is just great and brings so much fun. However, there are fights where a …