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# ceramic
  • b

    billowy-waiter-28954

    09/06/2022, 11:56 PM
    anyway depending on the platform, there may be better soloud backends to use than SDL
  • b

    billowy-waiter-28954

    09/06/2022, 11:58 PM
    I'll have to take a look at it but that could be in several weeks from now
  • f

    faint-toothbrush-51643

    09/07/2022, 1:01 AM
    how does that affect things, out of curiosity? i'm not familiar with how sound works
  • b

    billowy-waiter-28954

    09/07/2022, 8:20 AM
    Shorter buffer: reduces delay, but increases the risk of having sounds crackling
  • b

    billowy-waiter-28954

    09/07/2022, 8:23 AM
    I’m not an expert in this either, but I’ll have to test some other soloud backends to see if latency is better.
  • i

    icy-zebra-52882

    09/07/2022, 11:34 AM
    yeah bigger buffer = higher latency
  • i

    icy-zebra-52882

    09/07/2022, 11:35 AM
    not usually a huge problem unless you're making something depending on rhythm/reaction to audio
  • f

    faint-toothbrush-51643

    09/07/2022, 5:39 PM
    finally remembered to try running windows again. openal seems to be working
  • b

    billowy-waiter-28954

    09/07/2022, 6:15 PM
    Yes you can use openal for now, but I’ll sort the soloud thing out when I can. Audio based on soloud in Ceramic is still recent, so there could be some rough edges like this
  • f

    faint-toothbrush-51643

    09/07/2022, 9:34 PM
    I updated haxe to 4.2.5 because I was having the issue with using
    Std.isOfType
    with abstract classes on windows (cpp). However, it seems that ceramic is still using haxe version 4.2.4. I don't remember where, but I recall seeing something about how ceramic keeps its own versions of things to avoid compatibility issues, but in this case I need the newer version. How do I update?
  • e

    elegant-twilight-61392

    09/07/2022, 10:14 PM
    is there a difference between
    Std.isOfType
    and just using the
    is
    keyword?
  • f

    faint-toothbrush-51643

    09/07/2022, 10:15 PM
    i don't think so
  • e

    elegant-twilight-61392

    09/07/2022, 10:16 PM
    then why not use it lmao
  • f

    faint-toothbrush-51643

    09/07/2022, 10:17 PM
    then why use it?
  • r

    refined-laptop-39041

    09/07/2022, 11:07 PM
    ``is`` is what is recommended now I think?
  • r

    refined-laptop-39041

    09/07/2022, 11:07 PM
    Anyways, not important
  • r

    refined-laptop-39041

    09/07/2022, 11:09 PM
    Looks like Haxe is located in the submodule /git/haxe-binary
  • r

    refined-laptop-39041

    09/07/2022, 11:09 PM
    You can then swap out the binaries, std library, etc as needed for your platform
  • f

    faint-toothbrush-51643

    09/07/2022, 11:11 PM
    that seems awkward to do
  • f

    faint-toothbrush-51643

    09/07/2022, 11:12 PM
    ceramic doesn't have a way already?
  • f

    faint-toothbrush-51643

    09/07/2022, 11:14 PM
    found a solution: just make that class abstract because there's no real need for it to be abstract
  • f

    faint-toothbrush-51643

    09/08/2022, 1:51 AM
    a question about loading: if I want to load one thing, and then use info from that thing to determine another thing to load, how could I do that? For example, I want to load a spine, and then go down its list of EventData to load all the sound effects it uses, and make sure all that is done before the
    create
    .
  • b

    billowy-waiter-28954

    09/08/2022, 11:28 AM
    To each ceramic version its own haxe version. Haxe will be updated in a future version of ceramic. Meanwhile you can swap out the binaries as suggested by logo if you really need that new haxe version, but I didn’t tested it yet so you are on your own if it breaks anything
  • b

    billowy-waiter-28954

    09/08/2022, 11:29 AM
    You can override the load(cb:()->Void) method in your scene. It is called after the assets are loaded
  • b

    billowy-waiter-28954

    09/08/2022, 11:29 AM
    Create() will be called after you call the cb() callback
  • b

    billowy-waiter-28954

    09/08/2022, 11:31 AM
    So add you additional assets there, and trigger the asset load again: assets.add(…); assets.onceComplete(this, _ -> cb); assets.load();
  • b

    billowy-waiter-28954

    09/08/2022, 11:59 AM
    The contrary, is is deprecated in favor of isOfType
  • r

    refined-laptop-39041

    09/08/2022, 12:29 PM
    The ``is`` keyword, not the function @billowy-waiter-28954
  • b

    billowy-waiter-28954

    09/08/2022, 1:33 PM
    Aaah right
  • f

    faint-toothbrush-51643

    09/11/2022, 2:29 AM
    I'm looking into using particles, but I don't really understand the class structure. Do you have an example?
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