> First, there are two classes (Gosu::Song, Gosu::Sample) for playing sound files and the only difference between them is, the way the data is loaded.
> A mistake in the Documentation
> Last, I'd like a variable which defines, if the sounds are still playing if the window isn't selected because at the moment it stops which may be good for some games/scenes but not for others :)
> PS: jlnr, are you german? =o
> The bigger difference is that there is only one song playing at any time, and that is actually because it fits both (initially) used APIs a lot: FMOD and SDL_mixer. For tracked music files (IT, S3M, …) or streamed music files, they just don't offer > the functionality needed to make them work like a Sample. :(
> Which mistake? :)
> Since sound works completely differently on all three platforms, please always mention on which platform it behaves like that :)
> Yes ;)
> My internal To Do list for audio looks like this:
> • get rid of the "Window" or "Audio&" arguments in all constructors (works except on Windows)
> • get rid of FMOD on Windows, because its licensing is complicated enough that you actually have to think about it
> • make streamed music files work on OS X again (the Ostnati Bastion game needs this to work on OS X :/)
> • find a way to implement "speed" on Linux, which probably means leaving SDL_mixer alone for good
>
> After that all works, I agree that a single class Gosu::Sound would be awesome, but I think it will take a few years to that point ;)
> So the APIs you use miss support for such features? Aren't there other good free sound APIs around the net? :)
> at SampleInstance but I think these should be at Sample ;)
> ... which uses Fmod ...
> BASS:
> No, it's exactly correct and the point of SampleInstance that these are not attributes of Sample :)
> I don't mind FMOD, but if there is one top feature request for Gosu, it might be a sound library that is completely free, as in "sell your game and don't even worry". So if I should ever mess around with the Windows port of Gosu/Audio, I should > look for something that is easier in that regard …
> … I think for the commercial games languages like C++ are better.
> I tried .volume -= 0.01 last time but the attribute is not readable.
> - give Gosu::Sample the same attributes
> I don't think a lot of people would care about a game done in Gosu. You shouldn't take this as an insult but I think for the commercial games languages like C++ are better. So I think you should just concentrate on finishing it and not on problems with law people may have later on.
> my point is it's perfectly possible (as far as I'm aware) to write a game in C++ with Gosu. In fact, from the looks of things in the repository, Objective-C might be an option as well.
> Are you sure? It should be...
update': undefined method
volume' for #<Gosu::Samp> Why? What does it mean if you reduce the volume of the sample? Will it be more quiet if you play it afterwards? What about instances that are already playing? One library I worked with (ClanLib) applies the same to images, which have
> rotation and scaling properties. It's the direct opposite of what I want Gosu to be :)
> If there was no commercial project driving Gosu, the library and this board wouldn't be here.
> If there was no commercial project driving Gosu, the library and this board wouldn't be here.
> I still have 0.7.15 so you may have changed it already?
> You've got me curious; what is this commercial project?
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