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Hi @qhoang yes, these examples make the most sense to be added to the examples documentation page.

In terms of L5sound:

Loading sounds, playing, pausing, stopping, looping, adjusting volume, and seeking all exist in Love2D

yes!

Love2D also has solid spatial audio support (positioning and velocity/Doppler, which I assume are for “Proximity Audio“-type mechanics in a game?), which could be a useful feature to expose that I haven’t seen available in the p5sound library

out of scope i think

In terms of resources for looking into sound synthesis via love2d, here’s some example programs to study:

The scope of working on this is much larger. The way to get started on that if interested is to create a space to document the Processing sound library with a mapping of functions/features to possible implementations via Love2d features like SoundData and likely adding the lua-fft library.

but Love2D doesn’t support synthesis natively

To be clear, love.sound does have access to raw PCM data with SoundData, though I haven’t used it myself yet. Research is neeed!

Updated: I’ve uploaded a simple example of a sine wave in native Love2d . We would/could figure out a way to wrap around/implement in a more native Processinglike way in a L5sound library for example)

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