TASEmulators / TASEmulators/BizHawk
New Lua Functions for Audio Playback/Control
Open
Nobody has claimed this yet.
re: APIHawk
re: Lua API/scripting
Request: Feature/Enhancement
- Dominant language
- C#
- Stars
- 2.8k
- Forks
- 468
- PR merge metrics
- No merged PRs in 30d
Description
e.g.
-- core-independent:
void client.playAudio(string path) -- play a local audio file in a separate thread (e.g., .wav, .mp3)
void client.stopAudio() -- stop all audio playback
-- core/content-dependent:
int emu.getCddaTack() -- get current CDDA audio track number being played (0 if none)
int emu.getCddaCurrentPosition() -- get current frame or timestamp of the track
use cases:
- play sounds via the UI
- play voiceovers triggered by game events
- add subtitles to FMV
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the Lua API entry points for client.playAudio, client.stopAudio, emu.getCddaTack, and emu.getCddaCurrentPosition, then trace the existing audio and CDDA handling. Establish behavior for threaded local-file playback, stopping all playback, and reporting CDDA state. Done means the proposed functions support the listed UI, voiceover, and subtitle use cases with defined return values.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, lua
- Domain
- audio-video-rtc, desktop-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100