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Audio is currently broken in WebGL builds. This is most likely due to the way I stream audio directly using paths, which - in my opinion - isn't how I expected to be doing it.
I'm going to guess that either WebGL needs some sort of path translation method, or it needs a completely different paradigm (Resource
API?) to complete Clip
loading.
Technically, it's not required - none of this is, but given the simplicity of the project, I think making sure this at least works would be a big deal.
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