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Another angle - pain with audio on linux. With traditional demoscene computers, you could easily get access to the audio hardware and expect it would work on ev
by cturner 14y ago
Another angle - pain with audio on linux. With traditional demoscene computers, you could easily get access to the audio hardware and expect it would work on every computer you shipped it to. (This second bit is important. You want to distribute your stuff.) You could generate wave form data dynamically with your graphics.
I've thought of a way around this for linux, but stalled each time I look at it. Imagine if your demo/game hosted a server socket. VLC would connect to this for streaming (as though it was web radio). Now the domain becomes well-defined: you look after the concurrency and generate the wave signal. But let VLC sort out the hardware issues - VLC has strong support from package management across linux distros.
I'll mention why I get stuck in case there's good advice. I've found that generating polyphonic wave data is easy. But I don't understand how to package the data for transport. I'm also expecting some gymnastics in trickling the audio data stream out at a steady rate.