Open Syncaidius opened 2 years ago
While implementing some simple build-in effects to simulate under-water sounds would be nice, i would suggest to have at least the option to play (or generate) a sound with a random range of pitch and speed adjustments without the need to ship 10 slightly different versions of the same sound.
@IceReaper That should be quite easy to achieve. Control over the pitch/speed of a sound effect/instance is something I would also expect as a standard feature.
I think sound generation can also be facilitated, by allowing streams or buffers to be used for populating sound data. For example, a memory stream could be used for real-time generation/manipulation of sound effect data.
I'll definitely look into this more once I get started on the audio system 👍
This is issue is tracking development of Molten's audio system.
Implement audio abstraction layer: