Module veloren_voxygen::audio::channel
source · Expand description
Distinct audio playback channels for music and sound effects
Voxygen’s audio system uses a limited number of channels to play multiple sounds simultaneously. Each additional channel used decreases performance in-game, so the amount of channels utilized should be kept to a minimum.
When constructing a new AudioFrontend
, the
number of sfx channels are determined by the num_sfx_channels
value
defined in the client
AudioSettings
Structs§
- An AmbienceChannel uses a non-positional audio sink designed to play sounds which are always heard at the camera’s position.
- An iterator over the variants of AmbienceChannelTag
- A MusicChannel is designed to play music which is always heard at the player’s position.
- An SfxChannel uses a positional audio sink, and is designed for short-lived audio which can be spatially controlled, but does not need control over playback or fading/transitions
- An UiChannel uses a non-spatial audio sink, and is designed for short-lived audio which is not spatially controlled, but does not need control over playback or fading/transitions
Enums§
- AmbienceChannelTags are used for non-positional sfx. Currently the only use is for wind.
- Each
MusicChannel
has aMusicChannelTag
which help us determine when we should transition between two types of in-game music. For example, we transition betweenTitleMusic
andExploration
when a player enters the world by crossfading over a slow duration. In the future, transitions in the world such asExploration
->BossBattle
would transition more rapidly.