[1:10:07][In D this bug couldn't have happened. D always initializes variables.]
[1:13:36][How do you know that ByteToLock is far enough ahead of the PlayCursor?]
[1:15:40][Try \[compiling with\] -W3 or -W4]
[1:15:54][Where do I look for standard C library docs?]
[1:16:39][I think you can now remove the ByteToLock == PlayCursor case.]
[1:17:58][Will we use the sin() in the actual game?]
[1:18:07][Is autocomplete/intellisense a bad idea? You don't seem to use it.]
[1:19:25][Re-explaining the last bug]
[1:20:50][Is it possible for bits to spill over into neighboring variables? For example, when shifting.]
[1:26:26][Will we use the same output buffer to overlay several sounds?]
[1:26:33][Change tone frequency based on input, and the bug will resurface.]
[1:26:37][Casey: That's a different bug, lets look at it.]
[1:30:43][Fixed]
[1:30:57][Diagramming the frequency change issue]
[1:35:18][Let's map the pitch to the sticks.]
[1:37:00][Theramin Simulator 2014 Tech Demo]
[1:37:13][Let's lower the latency]
[1:42:49][If we could live with a slightly less accurate sin, we could approximate it with polynomials.]
[1:45:08][Will the art and audio be released into the public domain?]
[1:46:20][Is it a good idea to use fixed point math for games that require deterministic simulation for multiplayer? Or can you use floating point across systems?]
[1:48:48][Sometimes you use 'bool' and sometimes 'bool32']
[1:49:30][Are you going to use ETW to log context switches for the game?]
[1:49:42][Is this the audio api we will be using to ship the game?]
[1:50:01][Is it safe to call DirectSound without initializing COM?]