Hi, I'm the author of https://github.com/struthiocamelus/lsdj-ripper
This project makes a custom AudioPlayer in order to run the emulator much faster than realtime so I can render songs written in LSDJ to WAV output.
Is it possible for Sound to be refactored to allow for each of the APU's R/L channels to be emitted independently? This would allow folks authoring on LSDJ to be able to output independent tracks for post-render mastering in a separate DAW.
This type of multi-channel sound output is supported by BGB.
My thinking here:
- Add a typed
Mixer<T> trait where T is the data the Mixer sends to the AudioPlayer<T>
- Type
Sound<T> so that all fit together
- The default implementation is thus
Sound<(f32, f32)>
- A custom implementation I'm planning on might be
Sound<[f32; 8]> or even better Sound<APUChannelBuffers> that contains the raw channels.
Is there an easier alternative?
Hi, I'm the author of https://github.com/struthiocamelus/lsdj-ripper
This project makes a custom
AudioPlayerin order to run the emulator much faster than realtime so I can render songs written in LSDJ to WAV output.Is it possible for
Soundto be refactored to allow for each of the APU's R/L channels to be emitted independently? This would allow folks authoring on LSDJ to be able to output independent tracks for post-render mastering in a separate DAW.This type of multi-channel sound output is supported by BGB.
My thinking here:
Mixer<T>trait where T is the data theMixersends to theAudioPlayer<T>Sound<T>so that all fit togetherSound<(f32, f32)>Sound<[f32; 8]>or even betterSound<APUChannelBuffers>that contains the raw channels.Is there an easier alternative?