CriWare Audio API Adventures!
We were in need of something that audio-generated buttons for each sound cue in the AtomCraft middleware session, sorts them into different categories to keep everything organized, and handles the more complex playback behaviors. Writing a pre-delivery tester helped us ensure beat-synced cues and events that wait for a beat division before firing would work, so we know what to expect once we get it in a game’s build.
This is a demo video where I’ve loaded it up, and am playing some dorky chiptunes-ish cues I made. This mainly demonstrates how good CriWare is at waiting for a phrase or beat to be complete before transitioning to different sections of music. I’ve built a separate SFX player below the music player as well, and most one-offs get sorted to this simpler player. Those have various sequential and random sound trigger functions set up in AtomCraft and loaded here.