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Clarification on responsibilities of classes in source? #17
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The majority of classes are basically equivalent to OpenAL objects of the same name (notable exceptions being
A buffer of preloaded PCM samples, which currently come from a
A sound source, which plays samples. It may be a 3D source in which case it will apply panning and distance attenuation to simulate a sound at the given position. The samples either come from a
A collection of Source references, which are modified as a group. For example, setting a
Contains and maintains the entire audio environment, it's settings and both the active (e.g. sources, auxiliary effect slots) and inactive (e.g. buffers, effects) components.
A collection of settings/parameters detailing an effect.
An object representing the output of the audio mix (Alure currently doesn't do recording). Normally this is a system audio output stream, which it mixes with any other process's audio and gives to a hardware audio device. On some systems, it may be an actual hardware port.
Global state which can query non-device-specific information, and maintains open devices.
An effect processor. It takes the output mix of zero or more sources, applies DSP for the desired effect (as configured by a given |
issues solved in comments. |
For example, of the following, what are their responsibilities what to they do, what is the intent behind making the class?
Buffer? Buffer loaded sound data given a decoder and is played from Source?
Source? - assume source of sound? responsible for playing a stream with 3D sound properties which are configurable?
SourceGroup? - I assume is a group of sources, which can configure multiple sources as a group?
Context? - the entire sound environment (actual listener, source group, and special environmental effects)?
Effect? Pre-made effects which modify the properties of sound in a given context. ?
Device? Interface to physical media to play/record?
DeviceManager? Holds multiple devices?
AuxiliaryEffectSlot? Some how works with effect? not sure how?
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