Advertisement

Audio library pros/cons

Started by July 27, 2012 09:29 PM
10 comments, last by kburkhart84 11 years, 11 months ago

[quote name='SuperVGA' timestamp='1354731107' post='5007464']
Sorry about the thread-gravedigging.

I don't really know much about sound libraries, but came across this as I'm looking for something similar.
I stumbled upon a thread on StackOverflow pointing me to SFML.
That seems to be popular, and the license is very open: http://www.sfml-dev.org/license.php

FYI, SFML itself doesn't handle the audio. It just uses sndfile and OpenAL to read/play audio, so you still have to abide by sndfile's and OpenAL's licenses. Look at the bottom of that page you linked to and notice the external libraries used by SFML and their associated licenses, all of which you have to abide by.
[/quote]

Oh... I didn't notice that. Thanks for the heads-up. I should go with Nairou's approach, then,
although it's tempting to be able to construct sounds on the fly with portaudio...
There is a library called irrKlang that has been created by Niko who created the Irrlicht 3d engine(at least before it was left to the community). It is a commercial engine, but it is cross-platform, and isn't near the price of FMOD. It depends on how much you intend to sell the game for though. You can also use the free version until you are ready to sell, so that you can do the testing and even development of the game meanwhile.

I used it some, and it worked fine for me on windows. It loads the formats etc... for you, like FMOD does, so you don't have to worry about that, or thread loading the sound buffers, or anything low level like that. It also does 3d sound. Under the hood, it can use a few different options, depending on the OS. I'd say it is worth a try.


This topic is closed to new replies.

Advertisement