Anyway, the plus side of not seeing her till 5 was that I got some coding done, and my program now has a nicely threaded sound manager. Sample usage:
CSoundBuffer* pMusic = CSoundManager::Get().LoadOgg("Data/Music/The Lake Protocol.ogg");
bool bLooping = true;
I'd like to add some sort of buffer recycling for static sounds, so I don't end up creating and destroying buffers all th time, which I know is going to rape my performance.
At the moment I only support OGG files, but I'll probably add support for WAVs too. Since everything goes into my BZ2 packed data pack, WAVs shouldn't end up huge. Although they might compress better as OGG (but they won't get BZ2'd). Anyway, I'll see what works best. The decoding speed isn't really an issue, since short sounds will be stuffed into a buffer all in one, and longer sounds should be streaming anyway, and I only stream every 500ms.
In other news: My bed arrived! Yay! Oddly enough it looks exactly like the picture a few entires down (Except blue and white checked duvet and pillow covers), so I won't bother taking a photo or anything. Well, I might tomorrow, we'll see.
Right. Time to get some more coding done; the buffer recycling thing I mentioned I think. And wait on the phone.