Re: LÖVE 11.0 released!
Posted: Sat Apr 07, 2018 9:30 pm
And it's not like you'd care much about audio on mobile - those tiny speakers at the back can't produce good quality sound anyway. Ditto bluetooth speakers.
https://bitbucket.org/slime73/love_macbin/get/tip.zip
Source:pause still exists, it just sets the playing state to false without rewinding (whereas Source:stop sets the playing state to false and rewinds). Source:play resumes a Source from its current playback time. There's no need for isPaused versus isStopped anymore.SiENcE wrote: ↑Sun Apr 08, 2018 7:00 pm I don't understand all the changed of the audio api. It's very hard to get compatibility back.
For example, TESound uses different states for audio channels.
* Stopped
* Paused
* Play
Now Paused and Resume are gone. Stop rewinds ...
How can i now "pause" an source and resume? I can only use stop, but this rewinds the source which i don't want.
Also "NOT source:isPlaying" is not the same as source:isPaused as a source can be stopped or paused. So it's not clear when using "NOT source:isPlaying" wether it's stopped or paused.
Ok, this info was missing. Would be good to add this to the wiki.slime wrote: ↑Sun Apr 08, 2018 7:12 pmSource:play resumes a Source from its current playback time. There's no need for isPaused versus isStopped anymore.
Paused at the very beginning == Stopped then, basicallySiENcE wrote: ↑Mon Apr 09, 2018 1:50 pmOk, this info was missing. Would be good to add this to the wiki.slime wrote: ↑Sun Apr 08, 2018 7:12 pmSource:play resumes a Source from its current playback time. There's no need for isPaused versus isStopped anymore.
But how do i know if the source was stopped or paused? Do i have to ask Source:tell ?
I was sad to see that this behavior had been removed as well. Using values over 255 was a very easy way to get a nice flash effect for a particular sprite. I haven't really figured out a good replacement for this yet, perhaps drawing multiple times with a particular blending mode could produce something similar?Iori Branford wrote: ↑Wed Apr 04, 2018 10:02 pm I noticed color values when drawing sprites are now clamped to the min and max ranges. In the attached test, the sprite pulses pink in 0.10.2 but not 11.0. But I also noticed that the color values when drawing shapes are clamped in both versions, to 0-255 and 0-1 respectively.
So is this new sprite color behavior intended for consistency and I have been exploiting a bug for my color effect?
E: Test now includes shape drawing for comparison.
I'm guessing you need shaders for that now, but I do fail to see why the values are clamped at all.shru wrote: ↑Mon Apr 09, 2018 6:11 pmI was sad to see that this behavior had been removed as well. Using values over 255 was a very easy way to get a nice flash effect for a particular sprite. I haven't really figured out a good replacement for this yet, perhaps drawing multiple times with a particular blending mode could produce something similar?Iori Branford wrote: ↑Wed Apr 04, 2018 10:02 pm I noticed color values when drawing sprites are now clamped to the min and max ranges. In the attached test, the sprite pulses pink in 0.10.2 but not 11.0. But I also noticed that the color values when drawing shapes are clamped in both versions, to 0-255 and 0-1 respectively.
So is this new sprite color behavior intended for consistency and I have been exploiting a bug for my color effect?
E: Test now includes shape drawing for comparison.
It makes sense in the case of drawing textures at least, because LÖVE's color isn't the displayed color - it's multiplied by the colors in the texture. You could for example double the amount of red displayed: