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Welcome and thinly veiled threats
Recap of last episode and today's agenda
Brainstorming possible ways of loading large audio in chunks
Chaining sounds together
Programming the simple version that skips
Aside on loading and prefetching
Extending asset_sound_info to refer to a particular section of a file
Aside on terseness of typedefs for basic types
Pulling sound code out into a separate file
Abstracting the audio arena
ikillteemo3 Q: You should apply for a (twitch) sub button
thisisatticus Q: What is your favorite genre of music and do you see it influencing the atmosphere of the final game?
chronaldragon Q: I think I missed the day you added the music. Where is the track from? Will it be in the final game?
pragmascrypt Q: What is the reason you use a temporal arena in the mixer instead of a normal arena?
ciastek3214 Q: We've had some new blood asking about the absence of Java. Could you please help clean the chat by doing another Java rant?
fadgasket Q: Are you now streaming long audio assets from disk?
miblo Q: I think we need a fade-out when audio stops, rather than a dead stop, to avoid a loud click
kemosabe76 Q: Once upon a time the number of hardware channels available on a soundcard was important. Do most games these days don't care because doing things in software is fast enough?
grumpygiant256 Q: Would you ever need any kind of MP3/OGG support in Handmade Hero or is WAV OK for music here?
zafad Q: Would a garbage collector help us with managing the sound buffer and chunks?