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Really? The audio component I use for interactive projects fits in a single C file.
by skohan 5y ago
Really? The audio component I use for interactive projects fits in a single C file.
- throwaway17_17 5y agoI think your comment, coupled with parent’s, perfectly summarizes the problem most of this thread hints at. There is such a wide range of use cases in each particular facet of the engine and those use cases are going to be handled differently depending on time/expertise/budget/etc. For your purpose audio is handled well by a single file’s worth of C code, but there are games whose runtime audio components are almost a DAWs worth of processing and procedural sound generation and then coupled with an in game modifiable equalizer/quantizer/localizer/etc. Both your option and the more complex one are doing the job they need to do, but they are specified according to the ‘games’ need, not some overarching ‘here-is-what-a-game-engine-has-to-do-for-audio’ general advice about game engines. Articles about game engine design and the comments they elicit always seem to devolve into a very narrow perspective about individual implementations of some component for a specific target. Hell, I don’t even know if there is a way to broadly discuss the concept of a game engine without first talking about the species of engine your discussing, there is just too much space to be specific about things if you don’t narrow your discussion surface from the outset.