From cba176c38a313b6419dd7cc5e3d4738d19b27f39 Mon Sep 17 00:00:00 2001 From: cosmonaut Date: Wed, 27 Oct 2021 22:40:30 -0700 Subject: [PATCH] update the README --- README.md | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 3f12312..3eca5e2 100644 --- a/README.md +++ b/README.md @@ -1,10 +1,18 @@ # FAudioGMS -FAudioGMS is a bindings extension for Game Maker Studio 2 that allows Game Maker applications to utilize [FAudio](https://github.com/FNA-XNA/FAudio). +FAudioGMS is an extension for Game Maker Studio 2 that allows Game Maker applications to utilize [FAudio](https://github.com/FNA-XNA/FAudio). -When using Game Maker, you might have asked yourself questions like "Why does this game engine that I paid hundreds of dollars to use have a completely broken audio engine? Why does it do broken format conversions every single time I run my game?" Well, that's a great question that I can't answer, but until YYG gets their shit together I have provided this tool so that you can have a functioning audio system in your game. It can even do fancy things that GM can't normally do, like dynamic reverb and pass filters. Fun! +When using Game Maker, you might have asked yourself questions like "Why does this game engine that I paid hundreds of dollars to use have a completely broken audio engine? Why does it do broken format conversions every single time I run my game?" Well, that's a great question that I can't answer, but until YoYo Games gets their shit together I have provided this tool so that you can have a functioning audio system in your game. It can even do fancy things that GM can't normally do, like effects chains for things like reverb. Fun! -As an addendum, if the YoYoGames circus needs a new clown for tasks like fixing the audio engine that's been mostly broken for a decade, I am a highly skilled programmer and I work for competitive rates. You know where to find me. +FAudioGMS expects static audio in WAV format, and streaming audio in OGG format. This saves you the pain of having the audio convert every time you build your project. It also means that you don't have a million audio files littering your top level build folder. Thanks YoYo Games! + +FAudioGMS can leak memory if used improperly, so keep track of your sound instances and use the one-off static play feature for sounds that don't need to change over time. + +As a final addendum, if the YoYo Games circus needs a new clown for tasks like fixing the audio engine that's been mostly broken for a decade, I am a highly skilled programmer and I work for competitive rates. You know where to find me. + +## Dependencies + +FAudioGMS depends on FAudio (obviously) and SDL2. We avoid directly depending on the C runtime. ## License