timbre ====== [![Crates.io](https://img.shields.io/crates/v/timbre)](https://crates.io/crates/timbre) [![Documentation](https://docs.rs/timbre/badge.svg)](https://docs.rs/timbre/) ![GitHub](https://img.shields.io/github/license/Antigroup/timbre) ![CI](https://github.com/thoren-d/timbre/workflows/CI/badge.svg?branch=develop) timbre is an audio library designed for composing real-time effects. Timbre is designed to establish a common interface and a decent-sized library of effects and decoders for playing audio in real time. It is aimed at eventually providing most of the audio functionality needed for game programming, but should be flexible enough for other applications as well. # Example ```rust fn main() -> Result<(), Box> { use std::time::Duration; use timbre::prelude::*; // SDL setup. let sdl = sdl2::init()?; let audio = sdl.audio()?; // Inputs let mut microphone = timbre::drivers::Sdl2Input::new(&audio)?; microphone.resume(); let music = timbre::decoders::WavDecoder::from_file("./assets/music-stereo-f32.wav")?; // Apply effects let microphone = timbre::effects::Echo::new(microphone.source(), Duration::from_secs_f32(0.5), 0.6); let music = timbre::effects::LowPass::new(music.into_shared(), 200.0); // Mix them together let mut mixer = timbre::effects::BasicMixer::new(); mixer.add_source(microphone.into_shared()); mixer.add_source(music.into_shared()); // Output let mut speaker = timbre::drivers::Sdl2Output::new(&audio)?; speaker.set_source(mixer.into_shared()); speaker.resume(); std::thread::sleep(Duration::from_secs_f32(10.0)); Ok(()) } ``` # What's new in 0.3? * Functions that can fail now return Result. * New Error type. # Roadmap ## 0.4 * Make effects generic to reduce number of `Arc>`. * Make effects more mutable; give access to their source. ## 0.5 * Introduce 3D spatialization effect. * Add Pan effect for stereo sources.