Audio Library suggestions

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13 comments, last by Khatharr 11 years, 3 months ago
Hello.

I've been using irrKlang for some time now, but with continual bugs, strange behavior and a more or less unacceptable stance on memory management I'm looking for a replacement if I can find one that's not significantly more painful to use. (I'm done arguing with Gebhardt about ISoundSource management...)

If push comes to shove I could go back to using a libsndfile and some mp3 decoder, but I'd really prefer an all-in-one package with support for common formats (wav, mp3, ogg) if there's a free one poking around.

I'd really appreciate any suggestions. smile.png
void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.
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I don’t have a library to suggest but I should warn you about the use of MP3 decoders.
MPEG LA’s hobby is to sue people.

People who have used FFmpeg in commercial products have been sued.

Your only choice in playing MP3 files without buying a very expensive license is to use the operating system whenever built-in support is provided, for example on iOS.


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

Ah, so they finally got around to asserting ownership. (What a crock.)

I guess that's a +1 for libsndfile then. I really hate implementing audio pipelines though. -.-
void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.
I used FMOD library before, it's simple and there is doc and tutorial about it. http://www.fmod.org/fmod-downloads.html
SFML has a really handy Audio module, If you dont want to use the rest of it, you only have to link to the audio lib,
supports .wav and ogg (maybe more but im not sure, I've only ever used those two)

The API is also very simple, something along the lines of,
[source lang="cpp"]
///make a soundbuffer, make sure to keep it in memory as long as you need the sound
///this stores the raw sound data
sf::SoundBuffer buffer;

if (!buffer.loadFromFile("sound.wav"))
return -1;

sf::Sound sound;
sound.setBuffer(buffer);

sound.play();

[/source]
For music, you should probably use the sf::Music class because it streams the sound in from the file,
instead of loading it all into memory


[source lang="cpp"]sf::Music music;
///No buffer this time
if (!music.openFromFile("music.ogg"))
return -1; // error
music.play();[/source]

I believe SFML uses the unrestrictive MIT license as well, so its free, which is nicecool.png
-Jawshttp://uploading.com/files/eff2c24d/TGEpre.zip/
What platform and language are you using?
I would suggest OpenAL + ogg/vorbis instead of mp3.
Correct me if I'm wrong, but this combination is proven to work and is free to use.

I would suggest OpenAL + ogg/vorbis instead of mp3.
Correct me if I'm wrong, but this combination is proven to work and is free to use.

This is the combination I use in my engine for this reason.
However he prefers not to build a sound engine from scratch—Vorbis may provide tools for decoding .OGG files but you still have to make the system for sending them to OpenAL and playing them manually.


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

Thanks for the suggestions. I'll check them out. :)
void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.
Its Worths using OpenAL, yet? Creative web site is broken, no more updates.
I can't even download OpenAL SDK anymore.
For Windows OS i'm using XAudio2, but i need an alternate audio library, too.

OpenAL its free to use? I couldn't find the license on creative web site. Should worry about it?

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