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Sounds Shaders (or Toner?) #357
For now sound are just "samples" with no information attached: the gamelogic and the map need to handle special effects by hand.
Sound shaders would be sets of parameters associated to one or more sound file that could be registered transparently ("foo" could be foo.ogg foo.wav or foo.soundshader) Possible effects would be randomizing the samples, having a loop, changing the attenuation because of distance, ... See sound shaders in D3 for some ideas
It's been decided that sound shaders will be written in YAML so that we don't have to use our own parser (slowly transitioning the rest of the engine).
Other feature wishlist:
Flexibilities that would be nice:
The randomized sample thing is planned. Good idea for the variable attenuation.
Also the gamelogic will be able to use a sample directly, that will be given a "default" shader.
I'm not sure it is a good thing to allow multiple shaders per file, as it might end up like the mess we have for the renderer shaders.