Search found 35 matches

by foo0
Sun May 04, 2014 6:41 pm
Forum: General
Topic: Streaming audio from memory
Replies: 11
Views: 8854

Re: Streaming audio from memory

Thanks for detailed explanation. This clone() mechanics seems to be the way.

Is it possible to check the length (duration) of a sound source (either stream or static)?
by foo0
Sun May 04, 2014 4:27 pm
Forum: General
Topic: Streaming audio from memory
Replies: 11
Views: 8854

Re: Streaming audio from memory

@jjmafiae: In my case it's about avoiding HDD reads, analogically to why you don't usually read textures from HDD in main game loop. Just to clarify things already said in this thread : To play the same sound file multiple times simultaneously, each play needs its own copy of the file? E.g.: -- This...
by foo0
Sun May 04, 2014 3:05 pm
Forum: Support and Development
Topic: Console output in Sublime
Replies: 1
Views: 1342

Console output in Sublime

If I specify "--console" or "t.console = true", then I have live console when running, but Sublime doesn't receive any output, so I can't, e.g. go to error location (F4). When console is disabled, Sublime receives output as expected, but I don't have live console. Is there any wa...
by foo0
Sun Apr 27, 2014 4:34 pm
Forum: General
Topic: Streaming audio from memory
Replies: 11
Views: 8854

Re: Streaming audio from memory

Ah, my bad then for not checking it more thoroughly. The wiki is kind of misleading, it gives the impression that with "stream" parameter audio is streamed from disk, not loaded to memory and streamed from there.
by foo0
Sun Apr 27, 2014 10:39 am
Forum: General
Topic: Streaming audio from memory
Replies: 11
Views: 8854

Streaming audio from memory

Keep in mind that, if you pass love.audio.newSource "static" as a second argument, the sound file will be expanded into memory, so if you load a 5MB compressed .ogg file that way, it would consume ~50MB RAM when fully decompressed. Consider not using "static" in such cases. Why ...