Roland_Yonaba wrote:Looks great (and atrociously complex, too
![Very Happy :D](./images/smilies/ms-glad.png)
). Sound programming scares me...
Really? I thought it was fairly simple. What seems so complex to you?
Roland_Yonaba wrote:It will be better (maybe ?) to print some informations, such as the dampening state, actual queue size (seems to be always <3), softnotes status...
Yeah, I will make lots of improvements and add a heap of cool stuff. This is just some things I threw together that seemed to work pretty neatly.
By the way, my plan was to always keep the queue short, so that the game can respond quickly to changes in the situation (suddenly, you're under attack. At that exact moment, the calm, quiet music changes in something frantic and slowly turns bombastic as the battle heats up). So to make the music not lag behind several seconds, the game will flush the queue when something like that happens. That means it would be useless to make the queue grow to a large size, because some of that will be thrown away without playing it anyway. Might as well not generate too much of that stuff in the first place. Realistically, with how fast each chunk is "rendered", I suspect that the game will rarely need a queue size of > 1 anyway.