I've see the GM new loop point system but never used because i'm using FH, what's your toughs about it? Is it finally doing loops the right way? I will keep the old FH version bc the project is being developed on LTS but i'm curious about it.
So Firehammer Audio originally did loop points with a hacky workaround(involving adding a buffer of the beginning of the loop to the end of the sound). This was the only good way I could get loops working.
Now, since GM actually can do loop points the right way, without the hack involved, I converted FHAudio to using it instead. It's all internal as far as the changes go(except it uses seconds instead of milliseconds since that's used by GM's functions).
As far as changes go, you may be able to use the system in the later LTS versions if it has the loop point function(and I think it does). You would have to re-author your music without the hack(optimally but not necessarily). And your sound definition calls would need to use the new fhfx naming ones, though if you put them all into a single place it wouldn't be too hard to fix. And the functions for actually playing sounds were left alone(only renaming arguments which doesn't affect the code calling them).
Feel free to hit me up on the Discord for help or more questions if upgrading interests you.
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What's changed in this update?
*Changed name of "sound" to "fhfx"
*Made it have zero Feather issues as shipped
*Made the examples all into a single room(better for the room order listing)
*Switched to GM's loop point system so you no longer need the hacky workaround
*Made emitters be able to destroy themselves if the instance they follow gets destroyed
The docs have more details.
I've see the GM new loop point system but never used because i'm using FH, what's your toughs about it? Is it finally doing loops the right way? I will keep the old FH version bc the project is being developed on LTS but i'm curious about it.
So Firehammer Audio originally did loop points with a hacky workaround(involving adding a buffer of the beginning of the loop to the end of the sound). This was the only good way I could get loops working.
Now, since GM actually can do loop points the right way, without the hack involved, I converted FHAudio to using it instead. It's all internal as far as the changes go(except it uses seconds instead of milliseconds since that's used by GM's functions).
As far as changes go, you may be able to use the system in the later LTS versions if it has the loop point function(and I think it does). You would have to re-author your music without the hack(optimally but not necessarily). And your sound definition calls would need to use the new fhfx naming ones, though if you put them all into a single place it wouldn't be too hard to fix. And the functions for actually playing sounds were left alone(only renaming arguments which doesn't affect the code calling them).
Feel free to hit me up on the Discord for help or more questions if upgrading interests you.