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A lot has been going on behind the scenes regarding restructuring the project as I'm getting more input, so I'm currently cleaning up the repo so that its way less of a mess. Here's the new repo:https://gitlab.com/labadore64/maxlib-hub …
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Okay, resuming work for REAL today... Currently I'm looking into importing OGG files. If I build the sound import pipeline for OGG and automate it, adding other file types should be pretty trivial.
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rn its just a straight line but if I added a few more detetion lines it would have enough acuity. I think if you were building a more finely tuned device you want an actual tracing algorithm but for the purposes of a game I think having a few extra detection lines is fine enough.
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Hello everyone, so I've been taking a short break, just been stressed out lately over a lot of stuff. It'll be all right just need to organize myself mentally. But I wanted to say, I was thinking, I should probably add a sort of "ray tracing" element to the sight mechanic.
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I'll start with the OGG importer tomorrow, I'm not finding anything immediately available for WAV import but if push comes to shove I'll figure it out WAV is a super simple format
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The good news is that this does at least make it so that I can probably just plug in a WAV/OGG importer (or build my own) and work with that data in the audio buffers.
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So the good news is that I am working again, but the bad news is that I have to redo sounds if I want to do the functionality I want with them (specifically seeking in a song). Which is gonna be a huge pain in the ass cuz I have to do all the buffer management code.
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Sound banks added, will be starting music tomorrow
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I added Sound Banks to the sound engine, which basically allow you to store a bunch of sounds in one group. The build is broken right now but I'm tired and wanted the changes in the repo. I'm also going to add music too.
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cool completely forgot twitter forces you to enable alt text how the fuck do you have worse accessibility than what was available in 1998 lmao
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I probably should also add actual sound banks to make sound resource management easier as well as music support while I'm at it.
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So I've updated max.sound with bugs fixed and will be working on the documentation tomorrow. It's built so that you only need to create 3 wrapper classes for resource management, sound effects and sound instances. Everything else is managed by the engine directly.
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MAX-LIB proslijedio/la je Tweet
jsyk people with screenreaders cannot read these tweets. please dont use this format if you can. if you have to, make it an image instead and use image descriptions.
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I'm pushing my changes to max.sound now that I have the build running again but I haven't actually tested the changes yet. When everything's running I'll start documentation. Literally rewrote most of the damn thing. view the code here:https://gitlab.com/labadore64/max.sound/tree/master/src …
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I'm expecting a release in the next 2-3 weeks btw, it will be a set of libraries. I will make an announcement then.
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Currently working on refactoring max.sound. its a wrapper to allow different sound engines with the game engine. Right now its just using the crappy XNA ones out of the box. There's a lot of clean up that needs to be done, it was one of the earliest parts of the engine i built
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Well I started looking through max.sound and its going to need major refactoring. This should make it a lot easier to use though...
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Hey there everyone, I finished the first round of documentation for max.stage. You can view it here. https://labadore64.gitlab.io/max.stage/articles/GettingStarted.html …
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I'm currently working on finishing off the documentation for max.layer, the problem is that I keep having to add new stuff for it hahaha. Seriously though it's almost done and after that I'm moving onto max.sound or something. I hope I have all this done by the end of the month
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