Search found 185 matches

by murks
Sat Aug 06, 2016 10:56 am
Forum: Support and Development
Topic: Positional Audio
Replies: 10
Views: 7458

Re: Positional Audio

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?
by murks
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...
by murks
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.
by murks
Sat Aug 06, 2016 8:47 am
Forum: Libraries and Tools
Topic: sfxr.lua - Generate sounds dynamically at runtime
Replies: 32
Views: 48165

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...
by murks
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 ...
by murks
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 ...
by murks
Fri Aug 05, 2016 7:08 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1499072

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 :)
by murks
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?
by murks
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?
by murks
Fri Jul 08, 2016 2:13 pm
Forum: General
Topic: Access to the directory of the game?
Replies: 15
Views: 10020

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...