Re: The Synthizer Thread

Makes sense. I'll leave things like they are, then.

FWIW, I'm going to knock together some prototypes in the new Bevy Rust game engine soon, and in those situations I'll definitely be creating and publishing engine-specific abstractions. In that case I'll probably create my own generators per source, so you can just slap a sound component onto entities, linked with a buffer or stream, and the engine will transparently do the right thing. So if your entity has a Transform component, you'll automatically get a Source3D under the assumption that you've got spatialized sound. Likewise, if it doesn't, you'll get a DirectSource automatically added. So I think we're on the same page, and I'm happy to stay closer to the metal, as it were.

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