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Inquiry about latest version of OwnAudioSharp #5

@ZachjuKamashi

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@ZachjuKamashi

Hello!

I am wanting to make an open source Godot music player with the help of a friend and with your library. The earlier versions relied on other libraries which supported a lot more audio formats! Will other formats receive support such as .ogg? I've already built it around the earlier version due to said more audio format support, however it had a rather weird lag issue. Loading a track to play it caused immense lag and It couldn't be put off the main thread which resulted in the program freezing temporarily when rapidly changing tracks which is even worse on a HDD. I'm unsure of whether this lag issue is resolved on the newer 2.0.0+ versions. For now the lag issue was mitigated by putting animations off the main thread and slowing them down to appear as less laggy, but this is less than ideal and I wouldn't want it to stay like this if possible.

Also I noticed in the newer 2.0.0+ API docs that you mention the default initialization is now 48kHz, stereo, 512 frames, is this automatically changed when you play an audio file that has a higher frequency, say like 192kHz? or does this have to be reconfigured every time you play a new audio file? If so this is also less than ideal as I'd have to grab that information off of TagLib before playing as that is what I use for metadata but it also offers grabbing the audio sample rate as well as audio bitrate

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