[1:07:33][@robrobby][s the sound buffer logarithmic or linear (decibel or linear values) and do we (have to) account for that in building the sums for the buffer?]
[1:08:04][@allgamesnetworkvideo][Do you already have someone composing the soundtrack?]
[1:09:52][@tfnw][A reminder about the parameter order in InterlockedIncrement and the bug it covers up]
[1:10:41][handmade_asset.cpp: Handle the case when BeginTaskWithMemory in LoadBitmap fails]
[1:12:04][@flaturated][When mixing a mono sound to stereo, volume of each channel should be 50% for center panned]
[1:13:32][@soysaucethekid][Will this audio code allow you to play the same sound simultaneously (i.e. if you start the same sound before it finishes the first time)?]
[1:13:53][@tfnw][The second and third parameters in the compare and swap]
[1:14:39][handmade_intrinsics.h: Swap those parameters in AtomicCompareExchangeUInt32 and then swap them back and instead change the funtions where it's called]
[1:16:54][@soysaucethekid][The audio seems to be frame rate dependent at the moment. Could putting it in a separate thread or using interrupts (if you can), make it not frame rate dependent?]
[1:18:35][@tfnw][Would you mind adding a __sync_val_compare_and_swap(Value, Expected, New) for gcc / clang]