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boom's Introduction

Hi, I'm Rafa Skoberg! ๐Ÿ‘‹

Founder & Game Developer at Patosaur, currently developing Grashers
Coffee lover โ˜•, cat person ๐Ÿฑ, and author of many bad jokes ๐Ÿ˜…

Linkedin: rafaskoberg Twitter: rafaskoberg Discord

A little more about me...

rafa = {
  pronouns = { "He", "Him" },
  games = { "Hades", "Celeste", "Tunic", "Half-Life", "Sea of Stars" },
  food = { ๐Ÿฃ, ๐Ÿฅ—, โ˜• },
  communities = {
    "Indie Games Community" = "https://discord.gg/NfqvrYB",
    "libGDX" = "https://discord.com/invite/6pgDK9F",
  },
  directives = { "Respect, inclusion, equality", "Life comes first", "Enjoy and have fun!" }
}

boom's People

Contributors

hangman avatar rafaskb avatar tecksup avatar

Stargazers

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boom's Issues

Implement effect channels

Allow developers to create their own effect channels and play their sounds wherever and however they want.

Possibly a dry/wet setting for all sounds being played, so each of them is affected by effects in a different way.

Fix effects bleeding to Gdx.audio

After creating a channel and playing a sound through it, all sounds played through Gdx.audio that share the same sourceId receive the channel effects as well.

NPE sometimes when playing a newly created Sound

Tested on libGDX versions 1.9.9 and 1.9.6, with Java 8 on Windows 10.

If you were to keep playing newly created sounds, such as:

public class EmptyTest extends Game
{
	Boom boom;
	BoomChannel boomChannel;
	@Override
	public void create () {
		boom = Boom.init();
		boomChannel = boom.createChannel(1);
	}

	@Override
	public void render () {
		Gdx.gl.glClearColor(1, 0, 0, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
		if(Gdx.input.isKeyPressed(Input.Keys.SPACE))
		{
			boom.play(Gdx.audio.newSound(Gdx.files.internal("explosion.ogg")), boomChannel,.015f);
			boom.play(Gdx.audio.newSound(Gdx.files.internal("spark.ogg")), boomChannel,.015f);
			boom.play(Gdx.audio.newSound(Gdx.files.internal("explosion.ogg")), boomChannel,.015f);
			boom.play(Gdx.audio.newSound(Gdx.files.internal("spark.ogg")), boomChannel,.015f);
			boom.play(Gdx.audio.newSound(Gdx.files.internal("explosion.ogg")), boomChannel,.015f);
			boom.play(Gdx.audio.newSound(Gdx.files.internal("spark.ogg")), boomChannel,.015f);
		}
		super.render();
	}

	@Override
	public void dispose () {
	}
}

Hold space and randomly, you'll get this error.

Boom: Initializing Boom.
Exception in thread "main" java.lang.NullPointerException
	at lwjgl3.src.main.java.com.rafaskoberg.boom.BoomLwjgl3.play(BoomLwjgl3.java:98)
	at core.src.main.java.com.rafaskoberg.boom.Boom.play(Boom.java:62)
	at com.mygdx.emptytest.EmptyTest.render(EmptyTest.java:38)
	at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Window.update(Lwjgl3Window.java:386)
	at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.loop(Lwjgl3Application.java:136)
	at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:110)
	at com.mygdx.emptytest.desktop.DesktopLauncher.main(DesktopLauncher.java:15)

ReverbPreset DRIVING_COMMENTATOR causes an OpenAL error

java.lang.IllegalStateException: AL_INVALID_VALUE
	at com.rafaskoberg.boom.util.EFXUtil.checkAlError(EFXUtil.java:222)
	at com.rafaskoberg.boom.BoomChannelLwjgl3.addReverb(BoomChannelLwjgl3.java:49)
	at com.rafaskoberg.boom.BoomChannelLwjgl3.addReverb(BoomChannelLwjgl3.java:40)

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