As far as I can tell it should be mono.
I tried it with a source that is definitely mono, same result.
Stereo sources caused crashes in my experiments.
Does it work for you Zorg?
Search found 185 matches
- Sat Aug 06, 2016 10:56 am
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 7458
- Sat Aug 06, 2016 9:43 am
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 7458
Re: Positional Audio
Thanks. I understood that part and tried exactly that, but it seems the listener orientation does not have any effect whatsoever. Any idea what could be wrong? I use love.audio.getOrientation(), modify the values in the -1, 1 range and set the new value with love.audio.setOrientation(). To experimen...
- Sat Aug 06, 2016 8:50 am
- Forum: Libraries and Tools
- Topic: GunigineClass and GunigineAudio
- Replies: 9
- Views: 4702
Re: GunigineClass and GunigineAudio
Thanks for the update. What is in Löve now should be sufficient for this game jam, but I still hope that it will happen at some point.
- Sat Aug 06, 2016 8:47 am
- Forum: Libraries and Tools
- Topic: sfxr.lua - Generate sounds dynamically at runtime
- Replies: 32
- Views: 48164
Re: sfxr.lua - Generate sounds dynamically at runtime
Too bad about the broken "demo" program as it would be really useful for creating sounds and the code that creates it. I got it to work with löve 0.9, a pre löve 0.10 version of frames and a few simple edits, but it still crashes when I hit any of the "randomize" buttons. It is u...
- Fri Aug 05, 2016 9:37 pm
- Forum: Games and Creations
- Topic: Sagittarius
- Replies: 8
- Views: 7449
Re: Sagittarius
We just played this at our gamejam (https://itch.io/jam/summer-jam-klagenfurt-2016), having fun :) A non-löver suggested it What's the license? We have some ideas :) Mainly 'synchronous mode': take actions in turn as it is now, but execute them at the same time. Arrows affect each other and you can ...
- Fri Aug 05, 2016 8:41 pm
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 7458
Re: Positional Audio
Is the orientation translated to the löve coordinate system? According to the OpenAL documentation, RHS is used, which means that to move in 2D space I would need to use x and z, which, if untranslated, would make at least the example in https://love2d.org/wiki/Source:setRelative wrong. The example ...
- Fri Aug 05, 2016 7:08 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1498668
Re: What's everyone working on? (tigsource inspired)
Our gamejam started a couple of hours ago and once again I try to do a game on my own, in löve. One other guy is doing his game in the Blender game engine, everyone else is using unity. Depressing.
I decided to do an audio game this time, no graphics, except some menu. 44 hours to go
I decided to do an audio game this time, no graphics, except some menu. 44 hours to go
- Fri Aug 05, 2016 3:52 pm
- Forum: Support and Development
- Topic: Positional Audio
- Replies: 10
- Views: 7458
Positional Audio
Hi there.
Is there a tutorial somewhere that explains how positional audio works?
Is there a way to use basic effects?
Is there a tutorial somewhere that explains how positional audio works?
Is there a way to use basic effects?
- Fri Aug 05, 2016 3:26 pm
- Forum: Libraries and Tools
- Topic: GunigineClass and GunigineAudio
- Replies: 9
- Views: 4702
Re: GunigineClass and GunigineAudio
Is this library still available? The github page seems to be gone.
Does it work with Löve 0.10?
Does it work with Löve 0.10?
- Fri Jul 08, 2016 2:13 pm
- Forum: General
- Topic: Access to the directory of the game?
- Replies: 15
- Views: 10019
Re: Access to the directory of the game?
Do you mean the fuse CLI parameter or something else? On Linux I could just write a small bash script to run the game with --fuse, but I have no idea how to do it on OSX. As a small nitpick it's --fuse d . And you can use a script on both linux and OSX, or you could do actual fusing, which is docum...