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Expose FAudioContext or Device Handle #455
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We could possibly do SoundEffect.FromPointerEXT instead; the application can load all PCM data to a single host pointer and then call SoundEffect.FromPointerEXT with the offset pointer and the wave format, and all SoundEffect has to do on disposal is avoid freeing the host pointer. |
I assume that approach wouldn't create the voice using |
It likely would not, no... I actually haven't come across a use case for that flag yet (at least within XNA) so more details would help a lot here. |
We're currently accessing the FAudioContext device pointer to set up some in-memory caching/streaming of music files on Nintendo Switch. To do this, we patch in the following function to SoundEffect.cs to get the device pointer.
Ideally we could access this via an EXT method.
Would this be accepted as PR? If so, where/how do you recommend exposing it?
Or, if there's a better way to do the in-memory caching/streaming I'm open to suggestions.
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