Re: 3d audio in bgt using camlorn audio!
I expect that's because of bugs in the camlorn_audio wrapper, where it tried to mix a sound_pool style positioning system with the camlorn_audio approach (CA is mostly just an openALSoft wrapper, tbc). I fixed this, and the new problems are mostly with reverb and eax effects.
There's a fmodex wrapper somewhere. Unfortunately, reverb_properties is a struct, so you can't use those from BGT without an intermediate wrapper to map them to types BGT can access. I tried writing one, but my C compiler broke and refuses to fix itself, and tbh it's not worth it anyway.
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