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Hey! What's the state of audio for web? Also, roughly two years ago when I ran Bevy on ARM hardware, I found a lot of operations were more CPU/thread bound th
by skhameneh 3y ago
Hey! What's the state of audio for web?
Also, roughly two years ago when I ran Bevy on ARM hardware, I found a lot of operations were more CPU/thread bound than I had anticipated. I'm curious what work you may have done since (and have planned) to improve performance.
And lastly, thank you for your contributions, IMO Bevy has been a massive driver of visual/game efforts for Rust!
- moron4hire 3y agoFrom the API documentation, audio looks pretty barebones (e.g. I don't see anything about any synthesis or filtering nodes, so it seems to be limited to loading audio files), but the inclusion of a SpatialAudioSink is encouraging. https://docs.rs/bevy/latest/bevy/audio/index.html https://docs.rs/bevy/latest/bevy/audio/index.html
- laund 3y agothere's also the option of using a different audio engine, if you're looking for a specific feature. for example bevy_kira_audio does this, though it may also be lacking the advanced features you mentioned.
- _cart 3y agoYup currently pretty simple. You can play as many sounds as you want and control playback (pause/play, speed, volume) for each instance of a sound being played. We support spatial audio. Biggest missing piece is an "audio bus" API with effect stacks. For that, plugins like bevy_kira_audio already do a good job. And we'll get there eventually with our official plugin.