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@@ -4,8 +4,29 @@ Becoming the standard audio stack for Rust requires us to support near all neede
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To that end we start with features supported by popular Rust audio engines like *Kira* & *Rodio*. Requests of those engines also point to needed use-cases. Finally we hope to learn from looking at large projects using audio like *Bevy* and *Fyrox*.
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### Supported by Kira
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*TODO*
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- Smoothly adjusting properties of sounds without pops (via [tween](https://docs.rs/kira/latest/kira/struct.Tween.html))
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- Change the settings of effects automatically [modulate](https://docs.rs/kira/latest/kira/modulator/index.html)
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- Apply audio effects:
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- Compression
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- Delay
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- Distortion
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- Equalizer
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- Filter
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- Stereo panning
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- Reverb
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- Volume control
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- Fade-in/Fade-out (via tweens)
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- Add custom effects
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- Control audio effects from anywhere in the program
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- Control the application of an effects on multiple tracks from one point
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- Flexible mixer for applying effects to audio,
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- A clock system which allows starting sounds at precise times, ideal for rhythm games.
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- Loop a specific range of a piece of audio
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- Seek to a specific position in the audio
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- Control the pitch of audio in musical intervals (semitones) though this also
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affects playback rate
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- Spatial audio (volume/panning based), can link effect parameters to distance
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