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audioSource from callback
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[quote][b][/b] wrote: Thank you again for your answer. I took your idea and implemented procedural sound generation. You can find my attempt here: [url]https://github.com/DominikPenk/irrklang_procedural_sound[/url] I decided that you will have to register your callback with an associated name with a ProcedrualAudioStreamLoader class. Then when you call play2D with the provided name the stream loader can find the previously registered callback. Unfortunately, IrrKlang tries to open the file provided to play2D before calling any *Loader classes. So, I had to generate some temporary, empty files, while registering a callback. All in all, the implementation is quite messy but functional. Edit: I had some time to improve the code a little bit. You can Impement a custom irrklang::IFileFactory (and a irrklang::IFileReaderFactory) that specifically handles your "Callback-Files" and circumvent the need for actual files on your harddrive. I also added a wrapper around ISoundEngine that has an additional function 'addSoundSourceFromCallback' that registers the callback and returns a SoundSource you can pass on to the play2D/play3D functions.[/quote]
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