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raylib was never designed to be a DAW the audio system is primarily designed to play background music and game sound effects, before I contributed the multi channel audio pool, individual sound effects weren't even multitimbral If you are wanting to create an application for serious audio work, you can always use another library (that might support VST's for example) while leaving raylib's audio subsystem uninitialised |
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I've been on and off studying RayLib and the place I struggle the most is with the audio. It is so incomplete and hard to work with.
Right now I just want to funnel in my own audio stream.
The stream example is hard to understand and clunky, hard to adapt to any situation.
How do we get the bitrate and depth of the audio device ? This would allow passing those values to initialize the stream.
(something similar as what is done for the Graphics device for resolution bit depth)
I am a musician and this is my passion.
Having so many stop blocks and minimal audio functionalities makes me want to create them but I have nowhere to go with what is supplied.
Anny help is welcomed.
Thank.
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