You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
There are currently two methods of updating audio streams in vanilla raylib: pushing it with UpdateAudioStream or setting a callback with SetAudioStreamCallback so that raylib can request new samples once the buffer is empty. I see that current raylib examples rely on SetAudioStreamCallback. However, I've noticed that the latter isn't yet implemented in raylib-go.
I'm curious if there's any significant difference between these two? I'm currently facing some weird audio synchronization issues and am wondering if the callback approach might be better somehow. If so, do you think it would be difficult to add a wrapper for SetAudioStreamCallback to raylib-go?
The text was updated successfully, but these errors were encountered:
The callbacks in Go can be a real pain, and there are not many places in Raylib where they are used. If there is not an important reason to implement one I would prefer not to include it. If there is any significant difference between these two can tell us someone who can test both ways in some test example.
There are currently two methods of updating audio streams in vanilla raylib: pushing it with
UpdateAudioStream
or setting a callback withSetAudioStreamCallback
so that raylib can request new samples once the buffer is empty. I see that current raylib examples rely on SetAudioStreamCallback. However, I've noticed that the latter isn't yet implemented in raylib-go.I'm curious if there's any significant difference between these two? I'm currently facing some weird audio synchronization issues and am wondering if the callback approach might be better somehow. If so, do you think it would be difficult to add a wrapper for
SetAudioStreamCallback
to raylib-go?The text was updated successfully, but these errors were encountered: