Opinionated Game Jam Sound Engine in Rust
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Failed to load latest commit information.



Opinionated Game Jam Sound Engine in Rust

Productivity through hotloading and declarative syntax over effiency.


See 'engine' example.

Use the worker module to construct a SoundWorker (runs on a seperate thread) through SoundWorker::create, and send it SoundEngineUpdate's, call shutdown_and_wait() when you're done.

Sound worker will swallow/recover from load errors (missing files, ogg read errs, file type errors) and capacity errors (e.g. no free sources), but will halt immediately upon an OpenAL error.

Upon noticing a file change to it's resource directory it will purge all buffers/music to allow hot loading (will improve this to reload specific buffers at some point).


  • Proper Streaming looping (it'll loop ... but without prebuffering, so it will likely stutter) ... it can't recreate it's stream
  • StreamingSoundSource.ensure_buffers_current is the worst function I've ever seen/written.
  • Beef up persistent sounds. Add simple blending (we currently have none, you can do it manually, but it'd be nice for music and looping sounds etc.)
  • Make looping of non-persistent sounds impossible. This is currently a footgun/landmine.

We currently load before we loan a source, which means after the loan only SoundProviderErrors can happen ... which we halt on ... so in theory no source will become in a stuck state. For streaming we cleanup if there's been a load error.