[4:46][Brainstorming possible ways of loading large audio in chunks]
[9:10][Chaining sounds together]
[12:56][Programming the simple version that skips]
[15:24][Aside on loading and prefetching]
[19:13][Extending asset_sound_info to refer to a particular section of a file]
[23:25][Aside on terseness of typedefs for basic types]
[36:40][Seamless mixing]
[46:08][Pulling sound code out into a separate file]
[51:54][Abstracting the audio arena]
[56:24][@ikillteemo3][You should apply for a (twitch) sub button]
[57:01][@thisisatticus][What is your favorite genre of music and do you see it influencing the atmosphere of the final game?]
[59:17][@chronaldragon][I think I missed the day you added the music. Where is the track from? Will it be in the final game?]
[1:00:08][@pragmascrypt][What is the reason you use a temporal arena in the mixer instead of a normal arena?]
[1:07:10][@ciastek3214][We've had some new blood asking about the absence of Java. Could you please help clean the chat by doing another Java rant?]
[1:11:19][@fadgasket][Are you now streaming long audio assets from disk?]
[1:11:50][@miblo][I think we need a fade-out when audio stops, rather than a dead stop, to avoid a loud click]
[1:13:44][@kemosabe76][Once upon a time the number of hardware channels available on a soundcard was important. Do most games these days don't care because doing things in software is fast enough?]
[1:19:12][@grumpygiant256][Would you ever need any kind of MP3/OGG support in Handmade Hero or is WAV OK for music here?]
[1:23:04][@zafad][Would a garbage collector help us with managing the sound buffer and chunks?]