I still don't really see that it has to be threaded. I am sure if I had a dual core machine I'd love for Max to be a multiprocessing system. But that doesn't mean that a streaming sound system HAS to be thread oriented. Like I said, all you need to be able to do is read the audio file in big enough sections and far enough ahead to compensate for any temporary delays, and to understand the file format/compression so that you can turn it into playable sound. Whether you use ogg or mp3 or zlib or whatever for the compression doesn't matter so much. If the decompress is fast enough and it gives reasonable file sizes I don't see why you couldn't just maintain a buffer and stream it yourself as part of your game loop. Same thing with video. If you knew how to decompress it you could stream it.
FEATURE REQUEST: Streaming audio
BlitzMax Forums/BlitzMax Programming/FEATURE REQUEST: Streaming audioThe forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.