Hey everyone,
As you may know, I’ve been working on a new audio engine for the upcoming 8.0 release of Babylon.js, and I want to keep you in the loop about a breaking change coming with it.
Right now, the old audio engine gets created automatically when a graphics Engine
is created unless you explicitly set the AbstractEngineOptions.audioEngine option to false
in the Engine constructor. This will be confusing when the new audio engine arrives, and it will make the old audio engine get brought in regardless of whether it gets used or not.
To address these issues, the static AbstractEngine.audioEngine member will be removed and the AbstractEngineOptions.audioEngine option will default to false
instead of true
. This means that after the 8.0 release you will need to explicitly set the AbstractEngineOptions.audioEngine option to true
for the old audio engine to be available automatically using the AbstractEngine.audioEngine member like it is right now.
To be clear, the old audio engine is not going away! It will be available alongside the new audio engine whenever you want it. The only breaking change is it will not be automatically created and available using the AbstractEngine.audioEngine member. You will have to explicity opt into it by setting the AbstractEngineOptions.audioEngine option to true
.
If anybody objects, please let me know here and we can talk it through. Thanks!