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Plan for today
Dynamic asset streaming and audio mixing didn't take that much code
Public service announcement: Sometimes, writing your own code is faster than reusing other people's code
Some differences between audio and video animation and their effects on sound mixing architecture
We want to change volume over time, while avoiding discontinuities
Definition of the interface to ChangeVolume
Two ways of specifying speed of volume change: time it takes to reach target volume vs rate of change
Using dimensional analysis to figure out dVolume
Changing resolution back to 960x540 to remain in debug mode at a reasonable framerate
Avoiding overshooting the target volume
Problem of current approach: repeated imprecise floating-point addition may lead to errors
Alternative approach: linear interpolation between beginning and end volumes
Alternative approach: backsolving to hit the target volume at the end of the loop
Testing ChangeVolume interactively
constantinopol Q: Can you show again how you skipped a failed assertion, by going to disassembly?
swampy_butt Q: Would there be any case where you would like to increase volume non-linearly?
flyingsand Q: So far you can just change the volume of individual sounds. Should we be able to change the volume of the master output as well?
chronaldragon Q: Will Handmade Hero support spatialization? e.g. sound mostly in left channel if on left side of the screen, sound mostly in right channel if on right side, etc.
rpg_ignis Q: How hard would it be to do a fade-out/fade-in for the music when the window loses focus/gets focus back?
gasto5 Q: So what did you end up doing to dVolume if it wasn't linear interpolation?
waterlimon Q: If you implemented Assert using ?: instead of if, you could use it as part of expressions or other such places where you can't have an if statement
gasto5 Q: Did you already implement audio clipping?
gasto5 Q: (clarification) Managing audio dynamic range. Yes
waterlimon Q: With respect to Assert, I don't know why you would want to put one in an expression, but apparently that's how it's usually implemented... It can't hurt, right?
flyingsand Q: You can't just hard-clip audio, though. If you don't use a compressor/limiter you would have to at least use soft-clipping with tanh or something
gasto5 Q: Will you implement audio file compression?
abnercoimbre Q: What would an audio compressor do?
gasto5 Q: How much optimization would the mixer require?
javajax Q: What is the difference between a limiter and a compressor?