50 lines
No EOL
1.9 KiB
Text
50 lines
No EOL
1.9 KiB
Text
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- Audio
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- Avoid playing identical audio at the same time
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- Allow audio programming
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- Inject mixer proc per player
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- Inject a mixer proc before and after filling output buffer
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- Better spacialization
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- Fix vorbis >FILE< streaming (#StbVorbisFileStream)
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- Handle audio sources which had their format defaulted to update when default device changes
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For streamed audio sources this should be easy enough, because the conversion happens from raw format to source format as we stream it.
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For loaded sources though, we would need to convert the source->pcm_frames.
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- Optimize
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- Spam simd
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- Concurrent jobs for players?
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- Mega buffer for contiguous intermediate buffers
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We definitely also want a limit to how much memory we want allocated to intermediate buffers.
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- Bugs:
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- Small fadeout on pause is slightly noisy
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- Setting time stamp/progression causes noise (need fade transition like on pause/play)
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- End of clip also causes noise if audio clip does not end smoothly
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- Setting audio source to a format which differs from audio output format in both channels and bit_width at the same time will produce pure loud noise.
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- 24-Bit audio conversion doesn't really work
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- Converting 24-bit audio files doesn't really work
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- General bugs & issues
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- Release freeze in run_tests
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- Window width&height is zero when minimized (and we make a 0x0 swap chain)
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- Window positioning & sizing is fucky wucky
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- Memory error messages are misleading when no VERY_DEBUG
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- Renderer
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- API to pass constant values to shader (codegen #define's)
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- Fonts
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- Atlases are way too big, render atlases with size depending on font_height (say, 128 codepoints per atlas)
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- OS
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- Window::bool is_minimized
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- don't set window.width & window.height to 0
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- Sockets recv, send
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- Arenas
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- Dynamic array
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- Needs testing:
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- Audio format channel conversions
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- sample rate downsampling
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- non stereo or mono audio
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- Audio spacialization on anything that's not stereo |