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As of 0.1.0, this extension relies on replacing user-provided audio streams with SteamAudioStreams that hijack the raw audio as it is is being mixed and apply SteamAudio effects over it. This works well for basic use cases, but it can cause jank and issues (#39, #29, #25, #24).
I'm opening this ticket as a reminder to investigate the possiblity of using audio effects to replace SteamAudioStream. If I can access raw audio as it's being mixed this way, I might be able to heavily reduce bugs (I might be trading advanced stream use-case bugs for advanced audio effect bugs, but I think I prefer it that way). This may also fix #18 (that would honestly be the best part).
The text was updated successfully, but these errors were encountered:
I'm not sure how feasible this way of doing things is. From what I've seen in the Godot source code, it would be a lot more complicated to extend audio effects than the current way this extension works.
As of 0.1.0, this extension relies on replacing user-provided audio streams with
SteamAudioStream
s that hijack the raw audio as it is is being mixed and apply SteamAudio effects over it. This works well for basic use cases, but it can cause jank and issues (#39, #29, #25, #24).I'm opening this ticket as a reminder to investigate the possiblity of using audio effects to replace
SteamAudioStream
. If I can access raw audio as it's being mixed this way, I might be able to heavily reduce bugs (I might be trading advanced stream use-case bugs for advanced audio effect bugs, but I think I prefer it that way). This may also fix #18 (that would honestly be the best part).The text was updated successfully, but these errors were encountered: