Sound Ingame without using Directx
hi all
i am searching for good ways to implement simple sound
into a game engine , long time i was using directx
but now i decide to create the engine without using anything
from the directx stuff (to avoiding xp/vista problem)
for graphics i use now opengl, networkstuff over winsock2,
keyboard and mouse direct, only the sound i
didnt "GOOGLE" a good solution
i dont need 3d sound stuff or something like that
loading wav, playing wav, stop wav... and if possible play with volume
do you have any suggestions(please with link or something to see)
greetings Aragon :)
What issue? DirectSound will still work on Vista. I assume you mean you just want to write platform independent code.
To expand:
FMOD is free for non-comercial use (i.e. you dont intend to make any money from your creation) otherwise you've got to pay for a license.
OpenAL is pretty much the equivalent to OpenGL but for sound, IIRC its used in the unreal engines.
I dont know much about how they compare with each other but, since your only interested in simple functionality then it doesnt matter really [smile]
Personally I would go with OpenAL so if you ever decide to move to the commercial side then you dont need buy any licenses.
FMOD is free for non-comercial use (i.e. you dont intend to make any money from your creation) otherwise you've got to pay for a license.
OpenAL is pretty much the equivalent to OpenGL but for sound, IIRC its used in the unreal engines.
I dont know much about how they compare with each other but, since your only interested in simple functionality then it doesnt matter really [smile]
Personally I would go with OpenAL so if you ever decide to move to the commercial side then you dont need buy any licenses.
You can also move your game code to the SDL API (which you can use to initialize an OpenGL context and handle cross-platform input without the Win32 API) and then use the SDL_mixer library with it.
In fact, SDL will do all of those WAV tasks on its own -- you don't need mixer for that.
In fact, SDL will do all of those WAV tasks on its own -- you don't need mixer for that.
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