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Add a non-blocking/ non async update/ service call to the sound sub-system, similar to what's already there, and call it when we're animating gifs. Servicing that is just stuffing the sound pipe, which sound be fast.
Idea 2:
I feel it's more Rust like to have the sound service be an async function, and to run both the animation playback and sound playback at the same time.
One thought would be something like std::sync::mpsc::channel, which is basically a safe pipe, with the main async task on the sender end of the pipe and a sound service on the receiver.
The main pipe would send commands like "start playing sound XXXX" to the the sound service, which would run in its own async thread. It might look something like
start_sound( ANIMATION_SOUND_ID ); // does not block, not async
play_animation( AIMATION_GIF_ID ); // 100% async task
stop_sound(); // does not block, not async
The text was updated successfully, but these errors were encountered:
Idea 1:
Add a non-blocking/ non async update/ service call to the sound sub-system, similar to what's already there, and call it when we're animating gifs. Servicing that is just stuffing the sound pipe, which sound be fast.
Idea 2:
I feel it's more Rust like to have the sound service be an async function, and to run both the animation playback and sound playback at the same time.
One thought would be something like std::sync::mpsc::channel, which is basically a safe pipe, with the main async task on the sender end of the pipe and a sound service on the receiver.
The main pipe would send commands like "start playing sound XXXX" to the the sound service, which would run in its own async thread. It might look something like
The text was updated successfully, but these errors were encountered: