<html>
    <head>
        <!-- __CINERA_INCLUDES__ -->
    </head>
    <body>
        <div>
            <!-- __CINERA_MENUS__ -->
            <!-- __CINERA_PLAYER__ -->
        </div>
        <!-- __CINERA_SCRIPT__ -->

        <article id="video-notes">
            <h1><!-- __CINERA_TITLE__ --></h1>
            <p>Key ideas:</p>
            <ul>
                <li>Sound is necessarily temporal. You can drop a frame of video and the user probably won&#39;t notice, but if your audio
                    drops out, they probably will notice.</li>
                <li>Sound bufers are small, and not all platforms will require us to deal with circular buffers. So one option is to do
                    a buffer copy per frame and present the game with a contiguous block of memory. This should be cheap enough.</li>
                <li>Much like the bitmap, allocate plenty of space for a sound buffer at startup, and reuse it each frame.</li>
            </ul>
            <h2 id="c-features">C features</h2>
            <h3 id="alloca">alloca</h3>
            <p><code>alloca</code> is a compiler feature that allows for dynamic allocation <em>on the stack</em>. Much was learned and discussed, but
                it should be noted that the function is deprecated and probably shouldn&#39;t be used in shipping code.</p>
        </article>
    </body>
</html>