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)?
Search found 35 matches
- Sun May 04, 2014 6:41 pm
- Forum: General
- Topic: Streaming audio from memory
- Replies: 11
- Views: 8854
- 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...
- 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...
- 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.
- 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 ...