olcSoundWaveEngine
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A single file, easy to use, audio playback and synthesis framework
```bash In file included from /home/jon/Projects/olcSoundWaveEngine/demos/Test_004_PGE_RawDataPlayback.cpp:2: /home/jon/Projects/olcSoundWaveEngine/demos/olcPixelGameEngine.h:4123:13: warning: enumeration value 'MODEL3D' not handled in switch [-Wswitch] switch (mode) ^~~~ In file included from /home/jon/Projects/olcSoundWaveEngine/demos/Test_004_PGE_RawDataPlayback.cpp:5: /home/jon/Projects/olcSoundWaveEngine/demos/../olcSoundWaveEngine.h:1352:51: warning: operator '?:' has lower...
To compile with emscripten, use `-s USE_SDL_MIXER=2` for the setting flags. #11
And thats ok, but we need a way to handle other file types.
Sometimes WAV encoders might add an additional 'JUNK' chunk into .wav files to ensure byte alignment with the pcm data (so I'd think at least). 'JUNK' chunk might appear before...
It would be nice if there was some interface that allowed the engine and the drivers to inform the user about various errors and perhaps could be used for debug...
Yup, they do.
docs in the header describing basics for building the emscripten platform
Fundamentally, the header should automatically select a device (typically just "system default"), but we need to give the user the choice of which device to use.
Add functionality to populate a olc::sound::Wave_generic via LoadAudioWaveform() that sources data from a supplied memory buffer. This should allow loading form more complex file formats.
Add functionality to populate a olc::sound::Wave_generic via LoadAudioWaveform() that sources data form a supplied std::istream. The intention here is to load audio from olc::ResourcePacks, but perhaps other stream sources,maybe compressed...