cinera_handmade.network/cmuratori/hero/code/code012_template.html

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<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>
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