Uploaded July 2024 | Updated September 2026, 1 week ago
✅ Support this Project (Patreon): bit.ly/patreon-uniday
➡️ My Discord Channel: bit.ly/discord-uniday-us
Hello everyone! In this video we will be implementing a very important part of ANY game: Audio! I'll be using miniaudio and stb_vorbis to help me with the task, so make sure you check those amazing libraries out too.
The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!
Timestamps:
0:00 Introduction
0:06 Adding Music
0:13 Creating an Audio Class
0:25 Understanding Audio Vectors
0:31 Sample Rate Explanation
0:45 Loading Audio Files
0:53 Supporting Stereo
1:09 Audio Device Functions
1:21 Loop and Volume Controls
1:34 Changing Existing Audio
1:46 Audio Functionality Overview
1:59 Using Windows API and Mini Audio
2:15 Implementing Data Callback
2:28 Loading OGG Files
2:48 Handling Audio Mixing
3:01 Setting Up Configuration
3:38 Audio Device Callback
3:56 Handling Input and Output
4:08 Mixing Audio
4:40 Handling Loops and Volume
5:06 Compensating Sample Rates
5:13 Overall Audio Functionality
5:37 Finalizing Audio Implementation
5:48 Demonstrating Audio Functionality
6:14 Improving from Cave Engine
6:44 Mini Audio Documentation
7:14 Next Steps: UI and Core Aspects
7:49 Handling Fonts
8:45 Implementing Physics
8:59 Font Handling Plan
9:42 Conclusion
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► Uniday Studio
By: Guilherme Teres Nunes
✅ Support this Project (Patreon): bit.ly/patreon-uniday
➡️ My Discord Channel: bit.ly/discord-uniday-us
Hello everyone! In this video we will be implementing a very important part of ANY game: Audio! I'll be using miniaudio and stb_vorbis to help me with the task, so make sure you check those amazing libraries out too.
The entire source code for this video plus others is available on my Patreon, so if you're interested in it, check the first link for more details!
Timestamps:
0:00 Introduction
0:06 Adding Music
0:13 Creating an Audio Class
0:25 Understanding Audio Vectors
0:31 Sample Rate Explanation
0:45 Loading Audio Files
0:53 Supporting Stereo
1:09 Audio Device Functions
1:21 Loop and Volume Controls
1:34 Changing Existing Audio
1:46 Audio Functionality Overview
1:59 Using Windows API and Mini Audio
2:15 Implementing Data Callback
2:28 Loading OGG Files
2:48 Handling Audio Mixing
3:01 Setting Up Configuration
3:38 Audio Device Callback
3:56 Handling Input and Output
4:08 Mixing Audio
4:40 Handling Loops and Volume
5:06 Compensating Sample Rates
5:13 Overall Audio Functionality
5:37 Finalizing Audio Implementation
5:48 Demonstrating Audio Functionality
6:14 Improving from Cave Engine
6:44 Mini Audio Documentation
7:14 Next Steps: UI and Core Aspects
7:49 Handling Fonts
8:45 Implementing Physics
8:59 Font Handling Plan
9:42 Conclusion
························································
► Uniday Studio
By: Guilherme Teres Nunes
![Why Modern PBR Games Needs HDR | Cave Devlog [WIP]
✅ Get the Engine: https://unidaystudio.itch.io/cave-engine
➡️ Or Get it for 10$/mo on Patreon: http://bit.ly/patreon-uniday
➡️ My Discord Channel: http://bit.ly/discord-uniday-us
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► Uniday Studio
By: Guilherme Teres Nunes Why Modern PBR Games Needs HDR | Cave Devlog [WIP]](https://i.ytimg.com/vi/fEYHIgoEayY/mqdefault.jpg)






![The 2026 CAVE ENGINE ROADMAP! [Revealed]
➡️ My Discord Channel: http://bit.ly/discord-uniday-us
✅ Get CAVE by becoming a Patreon: http://bit.ly/patreon-uniday
➡️ Or Get it on Itch: https://unidaystudio.itch.io/cave-engine
Cave Engine is moving forward in 2026, and in this video I reveal the roadmap for the engine: visual scripting, Logic Bricks, shader graph, Linux Wayland support, AI enemy programming, navigation mesh and pathfinding, web export, better tutorials, more demo projects, improved asset importing, and a stronger overall user experience. Cave Engine is a lightweight 3D game engine written in C++ and scriptable in Python, focused on fast iteration, simple workflows, and indie game development.
I also talk about what is not planned for Cave, including C++, Lua, other scripting languages, and 2D support, plus future ideas like DirectX 12, Xbox export, rendering backend abstraction, replacing SDL, possibly replacing native Python with PocketPy, physics system changes, Android, iOS, Mac, Vulkan, PlayStation, Nintendo Switch, BGFX, and even 3D modeling tools inside the engine. This roadmap is not a list of promises, but a transparent look at the direction Cave Engine may take in 2026 and beyond.
✅ Chapters:
00:00 Intro and what Cave Engine is
01:27 How the roadmap is organized
02:29 Important roadmap disclaimer
03:39 Features not planned for Cave
04:09 No C, Lua, C++ or other scripting languages
05:29 Why 2D is not coming to Cave
06:52 2026 roadmap begins
06:56 Visual scripting for Cave Engine
08:05 No-code alternative to Python
10:06 Visual scripting implementation plans
12:38 Logic Bricks and Blueprint-like workflows
13:15 Shader Graph for materials and post-processing
15:21 Linux version and Wayland support
16:41 AI enemy programming improvements
17:56 Navigation mesh and pathfinding
21:59 Web export and WebGL status
24:42 User experience improvements
25:31 Demo projects and Patreon support
29:02 More tutorials and in-engine guidance
30:23 Better asset importing workflow
32:16 Future plans beyond 2026
32:29 Render hardware interface abstraction
34:16 DirectX 12 backend
35:03 Xbox export plans
37:38 System replacements
38:20 Replacing SDL with a custom backend
40:57 Replacing native Python with PocketPy
42:55 Possible Bullet Physics replacement
45:25 Long-term ideas
45:40 Android, iOS and Mac support
46:35 Vulkan backend idea
46:45 PlayStation and Nintendo Switch export
47:39 BGFX backend idea
48:43 3D modeling, rigging and texturing inside Cave
49:18 Outro
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► Uniday Studio
By: Guilherme Teres Nunes The 2026 CAVE ENGINE ROADMAP! [Revealed]](https://i.ytimg.com/vi/isB1ybhnTG4/mqdefault.jpg)


