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Introduce Bevy-specific requirements #9
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Okay, I think I've captured all the feedback that's actionable for audio engine authors. The justification for each point is still fairly minimal, so we can expand on those further if we want. |
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Currently this is written expecting the reader to know some ECS. I've just looked at ECS for the first time (reading the Bevy quick start guide).
To me its reasonable to require readers to put in that effort, though having just done that myself the ECS driven design section is still not clear to me.
Specifically the section about keeping track of emitter positions and transform. Why is that easy when the components share the same entity?
Is entity sharing something that the audio engine needs to be written for or is that just a detail of how a bevy user interacts with the audio system? If its just a detail of how the user sets things up I would propose removing the sentence. Otherwise I would suggest clarifying it.
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*TODO* | ||
Bevy is a popular game engine built around the ECS paradigm. |
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(nitpick) lets link to the Bevy ECS guide (probably this one right? https://bevyengine.org/learn/quick-start/getting-started/ecs/) since its required reading to understand this section.
deeply with the ECS; they are choosing _ECS-driven_ design. | ||
This provides quite a few advantages to both crate authors and users. | ||
For example, keeping track of emitter positions for spatial audio is easy | ||
when emitter and transform components share the same entity. |
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with transform components you mean effects like low_pass
?
maybe we can feature this in the demo and then link to that code section from here? |
This PR provides a few guidelines for audio engines with respect to Bevy integration.
@alice-i-cecile please feel free to suggest further changes! If we want to expand more on these points, Alice will do a better job than me. However, the requirements really aren't that onerous, so I doubt there's too much more to say.
Closes #5.