Renamed 'ljud' to 'miniaudio' to better represent what engine it is.

This commit is contained in:
2026-02-08 19:40:53 +01:00
parent 034b318059
commit cdbc7ba264
8 changed files with 69 additions and 73 deletions

View File

@@ -95,13 +95,12 @@ play_sound_at_position :: proc(ctx: ^Context, sound: ^Sound, bus: ^Bus, position
}
sound_instance.spatialized = true // TEMP: SS - Hardcoded. Expose!
sound_instance.loop = false // TEMP: SS - Hardcoded. Expose!
sound_instance.volume = 1.0 // TEMP: SS - Hardcoded. Expose!
sound_instance.position = position
sound_instance.min_distance = 1.0 // TEMP: SS - Hardcoded. Expose!
sound_instance.max_distance = 50.0 // TEMP: SS - Hardcoded. Expose!
log.infof("Got instance! Now we should 'start'/play it.")
if !engine.play_sound_instance(
&ctx.engine,
sound_instance
@@ -113,11 +112,9 @@ play_sound_at_position :: proc(ctx: ^Context, sound: ^Sound, bus: ^Bus, position
return sound_instance, true
}
// sound_instance_playing :: proc(sound_instance: ^Sound_Instance) -> bool { // TODO: SS - Implement something like this.
// assert(sound_instance != nil)
// return true // TEMP
// }
// TODO: SS - 'get_sound_instance_status(..)' that returns an enum for the state; not started, playing, stopped, done?
// TODO: SS - 'stop_sound_instance(..)'
// TODO: SS - 'update_sound_instance(..)' that allows us to, for example, move the sound; projectile moving, bird flying, coin swaying, etc.
update_listener :: proc(ctx: ^Context, listener: ^Listener, position, velocity, direction_forward, world_up: [3]f32) -> bool {
assert(ctx != nil)