quad-snd
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Cross-platform audio for Rust
Not every game neccessarilly wants to play prerecorded audio files, rather they might want to generate the audio in real time. To do this the `Mixer` would have to be...
When I call audio::play_sound_once() there is a little bit of a delay. The wasm32-unknown-unknown build doesn't, but only the native build.
I just updated audio support in good-web-game and while testing it I noticed that though setting audio volume works fine on desktop it doesn't work on Wasm. For a live...
It would be great to be able to change playback speed/pitch of a sound dynamically so one can introduce variation into repeating sound without spending much memory.
Hi, this library is really neat! =D Little request: currently it seems that the sound file is decoded every time a source is add (at least on WASM). It would...
I'm not using pipewire, just alsa & pulseaudio thread '' panicked at 'Can't set rate.', /home/sheep/.cargo/registry/s rc/github.com-1ecc6299db9ec823/quad-snd-0.2.5/src/alsa_snd.rs:57:9 note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace Audio thread died...
The music for our game is 9 minutes long. In debug mode, it takes 30 seconds to load the .ogg file, and 10 seconds to load the .wav. In release...
I'm running on Linux using Jack for audio and using the default ALSA -> JACK plugin for the bridge (no Pulseaudio, no Pipewire) at a sample rate of 48000. This...
Absolute beginner in audio. Hope someone can approve.
This is good for games where there are many sounds in quick succession. Otherwise the sounds in quick succession will be played at the same time. All I did was...