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Hi, I’d like to clarify the thread-safety guarantees of miniaudio, especially regarding the high-level API (ma_engine, ma_sound, etc.). In my game engine, I use a thread pool for asset loading and audio playback management. ma_sound_init_from_file() / ma_sound_init_from_data_source() ma_sound_uninit() ma_sound_start() / ma_sound_stop() / ma_sound_seek_to_pcm_frame() ma_engine_play_sound() ma_engine_play_sound_ex() ma_engine_stop() In short: Thank you :) |
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Replies: 1 comment
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Sorry for the delay. Everything you mentioned there should be thread safe. If you find a threading related bug in any of those functions that should definitely be considered a bug. |
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Sorry for the delay. Everything you mentioned there should be thread safe. If you find a threading related bug in any of those functions that should definitely be considered a bug.