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--rawparts filenames #11
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You mean like "sprite_clip1" and "sprite_clip2"? Maybe that makes sense in some case but I don't want to break it for people already using this. I would accept it as an option. |
I mean that the generated json snippet from a file "Game1_Line01.wav" is: if the rawparts option could output the files "Game1_Line01.mp3", "Game1_Line01.ogg" etc then my audio playback code, given the id of "Game1_Line01", can use just that id to playback either the relevant sprite segment, or the relevant file using the webaudio api, with no other information required. Currently I would need to somehow map "Game1_Line01" to the arbitrarily generated filename "sprite_001". if i get a chance I'll put my node gloves on and have a poke around... |
Problem with that is that one could have many sprites(for example for different game levels) that share some clips and could easily get mixed up. Also it could overwrite the source file and makes managing these files harder. But |
audiosprite --rawparts "mp3,ogg" -o 'sprite' -s 2 .
creates rawparts with filenames "sprite_001", "sprite_002" etc - should these filenames not match the original filenames and therefore the id's in the sprite json file so that switching between using a webaudio system and an audiosprite system can use the same ids?
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