What do you do for Audio?
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- Posts: 49
- Joined: Tue Jan 18, 2011 12:35 am
What do you do for Audio?
Hello, I'm fairly new to the whole development area of games, programs,
and etc. Really when it comes to C++, as I really used to hate it, but it
kinda grew on me recently, so I started using it.
Anyway, I was wondering, when it comes to Audio, what do you guys usually do?
I've tried using OpenAL++, but it seems to use functions OpenAL no longer uses.
I also don't WANT to use IrrKlang because of the prices it breathing down
my neck, but I'm open to it if its really recommended.
Also, sorry about my spacing, I like to space things to make it more readable.
Thanks for all responses,
Zac
and etc. Really when it comes to C++, as I really used to hate it, but it
kinda grew on me recently, so I started using it.
Anyway, I was wondering, when it comes to Audio, what do you guys usually do?
I've tried using OpenAL++, but it seems to use functions OpenAL no longer uses.
I also don't WANT to use IrrKlang because of the prices it breathing down
my neck, but I'm open to it if its really recommended.
Also, sorry about my spacing, I like to space things to make it more readable.
Thanks for all responses,
Zac
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- Posts: 49
- Joined: Tue Jan 18, 2011 12:35 am
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- Posts: 126
- Joined: Wed Sep 29, 2010 8:23 pm
I'm using Irrklang at the moment (might change in the future), but I always create a wrapper around anything I use (just a thin one though) so that replacement isn't that complicated (OK, a wrapper for anything but Irrlicht). I like Irrklang however but haven't yet taken a look into other engines.
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I started with Irrklang but no longer using it (or can) since they don't offer a 64bit version of their lib even though there is a big petition going on on the forums there.
Anyways, OpenAL pretty much does the same, only on a lower level. It uses OpenGL-like coords so it's pretty easy to bridge to irrlicht (note difference in left-, right-handed coord systems).
Anyways, OpenAL pretty much does the same, only on a lower level. It uses OpenGL-like coords so it's pretty easy to bridge to irrlicht (note difference in left-, right-handed coord systems).
beer->setMotivationCallback(this);
irrklang is free for free use. If you are going to use it in a commercial application the license cost is acceptable.
Anyway i'm writing an irrlicht audio wrapper if you are interested look at "A Game Template" at source forge. I have no branches for that since i'm only working on the SVN trunk, but if you are interested you can use it in your game. I have already writed the "drivers" for use in irrlicht 3 different audio libraries
"irrklang" "cAudio" and "audiere"
those are all very good audio engines.
audiere is no longer developed from 5 years (2006 last update on sourceforge)
cAudio is no longer developed from 1 years.
I tried to play audio in all those libraries without problems. so you can choose what you want freely
Anyway i'm writing an irrlicht audio wrapper if you are interested look at "A Game Template" at source forge. I have no branches for that since i'm only working on the SVN trunk, but if you are interested you can use it in your game. I have already writed the "drivers" for use in irrlicht 3 different audio libraries
"irrklang" "cAudio" and "audiere"
those are all very good audio engines.
audiere is no longer developed from 5 years (2006 last update on sourceforge)
cAudio is no longer developed from 1 years.
I tried to play audio in all those libraries without problems. so you can choose what you want freely
Junior Irrlicht Developer.
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I've been using FMOD for a long time, however for my current Irrlicht game I decided to use Irrklang as it's sharing the same file factory loader structure as Irrlicht, it allowed me to load sounds from archives directly with Irrlicht file manager into Irrklang. It may not be thread safe because Irrklang is multithreading however I didn't have any problem for now...
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I implemented my own OpenAL wrapper with an interface for easily adding playing/streaming of different file types
I can only play/stream WAV and OGG files atm, but once I need anything else it'll just be a matter of hours to get it implemented correctly
It's far from being actually finished and stable though
I can only play/stream WAV and OGG files atm, but once I need anything else it'll just be a matter of hours to get it implemented correctly
It's far from being actually finished and stable though
I know this is a bit of a old post but i would like to state cAudio isn't dead. College life and what not makes it rather difficult to work on it. Should be working on it soon enough.
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<Programming is a way of life>
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<Programming is a way of life>
If at first you don't succeed press the delete key till you do
Good to hear, I might use it for my project as soon as I get it up to run with most technical parts. I've heard, and seen a bit that its easy to use and integrate, so it should be perfect for me as I don't really want to spend much time on configuring OpenAl myself.wildrj wrote:I know this is a bit of a old post but i would like to state cAudio isn't dead. College life and what not makes it rather difficult to work on it. Should be working on it soon enough.
Working on game: Marrbles (Currently stopped).