Comments (2)
Turns out that miniaudio has two disadvantages when it comes to the features needed for #9:
- It doesn't provide APIs for accessing FLAC or Ogg metadata, even though its vendored libraries have the code for it.
- Its fader is linear rather than logarithmic, with no way to customize it.
With 1) forcing me to separately include the same libraries anyway, I've moved FLAC/Vorbis decoding and fading to the platform-independent game layer, using an adapted version of thcrap's BGM streaming code. miniaudio now only receives the raw audio stream, which means that we only ended up using it for features that DirectSound also supports.
Thus, it would make slightly more sense to go for 2) in the case of sound. Then, we not only get FLAC/Vorbis BGM modding on Windows 98, but even the modern SDL Windows build could ditch miniaudio and go back to DirectSound, reducing binary size and release build link times.
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Option 1 (porting SDL 2 to Windows 98) has received €62.50 in microtransaction funding from M0003.
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Related Issues (20)
- Add various window modes
- Port to Linux
- Build for Windows 95 HOT 1
- Build the map editor
- Change execution charset to UTF-8
- Build the SCL compiler for all supported platforms
- Add a FPS counter
- Support keyboard remapping
- Migrate SFX code to miniaudio
- Perfectly resample sound effects to the native sampling rate
- Support joypad remapping of directional inputs
- Store separate bindings for every different controller
- Compress rapid-fire screenshots
- Restore the original style of the in-game music title animation HOT 1
- Support comments from BGM pack file metadata
- Gracefully handle missing .DAT files HOT 1
- Resurrect the i586 build by polyfilling the C++ standard library
- Integrate a real spectrum analyzer for waveform BGM
- Animate Music Room levels and spectrum analyzer at a constant speed, regardless of the target frame rate
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