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Author Topic: How sf::Music internally works  (Read 2397 times)

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Gregory

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How sf::Music internally works
« on: October 10, 2013, 09:39:59 pm »
Hello guys. How the sf::Music internally works? It uses a double buffer? Whilte playing one it push the data to the other and swap than each x samples?

I wanna make a "audio editing" software that you can put effects in real time, so my idea is to apply the effects over the standby buffer so when it get swaped it will player with affects already applyed. After each swap I go and apply the effect again over the standby buffer.

SFML have some way to make this work? maybe I can make it directly using openAL?

thanks

binary1248

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Re: How sf::Music internally works
« Reply #1 on: October 10, 2013, 10:10:17 pm »
https://github.com/SFML/SFML
Browse the code. It is faster and more explanatory than any text that would get written here.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Gregory

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Re: How sf::Music internally works
« Reply #2 on: October 11, 2013, 04:33:38 am »
I will give a look. Someone knows the size of the buffer chunks? My current ideia is use a custom soundStream that apply the effects at each chunk update.

zsbzsb

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Re: How sf::Music internally works
« Reply #3 on: October 11, 2013, 04:56:56 am »
I will give a look. Someone knows the size of the buffer chunks? My current ideia is use a custom soundStream that apply the effects at each chunk update.

Just read the official tutorial. If anything is unclear then feel free to ask  ;)
Motion / MotionNET - Complete video / audio playback for SFML / SFML.NET

NetEXT - An SFML.NET Extension Library based on Thor

Laurent

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Re: How sf::Music internally works
« Reply #4 on: October 11, 2013, 07:29:53 am »
Quote
I will give a look. Someone knows the size of the buffer chunks?
Please have a look first, and then ask questions :P
Laurent Gomila - SFML developer