raylib audio streaming
Keeps music and sound effects playing through the right update and cleanup paths. It distinguishes long streamed tracks from short effects and defines what pause or scene changes should stop.
raylib-audio-streaming
See how it helpsWhen is it useful?
Use when raylib music stalls or scene changes leave overlapping playback.
What does it help you do?
- Chooses loaded sound or streamed music from actual playback requirements.
- Assigns responsibility for stream updates, pause and track switching.
- Keeps shared audio resources alive until playback stops and the device closes safely.
Try asking this
Add looping battle music and overlapping sword sounds to our arena game. Pause mid-track, switch to the results screen and restart the battle. Check that music continues or restarts as specified, streams keep updating and old sounds release before the audio device closes.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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raylib — audio streaming
Use when implementing raylib sound playback, streaming music or audio lifetime.
Version and project gate
Inspect The local raylib.h version, linked library, C/C++ build system, platform backend, asset paths, compile flags and ownership conventions. Match the cheatsheet to the linked version rather than assuming the current website API. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Choose Sound versus Music from loading and streaming requirements. Identify who updates music streams and when playback pauses or resumes. Keep audio device initialization and asset lifetime ordered; cap overlapping voices from actual gameplay needs.
Deliver
An audio lifecycle change with predictable pause, restart and cleanup behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A streamed Music object needs update servicing; unloading a playing shared resource can cause invalid lifetime behavior.
Acceptance scenario
Pause during playback, restart repeatedly, switch tracks and exit after a load failure without using a closed audio device. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Flint. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
