“In the next part, I’ll cover the first step in clownaudio’s transition from a component in a Cave Story mod to a standalone audio library.” It’s almost two years late, but let’s continue where we left off: At this point in time, clownaudio was still just the nameless audio subsystem of my Ogg Vorbis musicContinue reading “The tale of clownaudio – Part 4”
Tag Archives: clownaudio
Optimisation. Fun.
I’ve been working on clownaudio again for the first time in ages. I know I’m still not finished chronicling the thing’s entire history in a series of blog posts which are very very interesting I can assure you, but I’ve been wanting to document some of its ongoing development for a while now, and IContinue reading “Optimisation. Fun.”
The tale of clownaudio – Part 3
Okay, where was I… So I had a basic music player, which would decode Ogg Vorbis data using libvorbis and play it to the user with Cubeb. For the basic purpose of adding Ogg Vorbis support to a game that originally lacked it, this was good enough. Or… so I thought. With the release ofContinue reading “The tale of clownaudio – Part 3”
The tale of clownaudio – Part 2
Preamble Last time, I went over the ‘why’ of clownaudio’s development. In this part, I hope to go over the ‘how’. But before we begin, I’d like to briefly mention something that I didn’t bring up in the last part: ever since its early days, my Cave Story Ogg Vorbis mod has been under versionContinue reading “The tale of clownaudio – Part 2”
The tale of clownaudio – Part 1
Pre(r)amble I suppose I should start this off by explaining exactly what clownaudio is: clownaudio is my custom sound engine library. It performs real-time decoding, mixing, and playback of sounds in a variety of formats. Think ‘the thing that plays music and sound effects in a video game’. When I was a poor naive soul,Continue reading “The tale of clownaudio – Part 1”