Re: C#. SoundPool, Timers, and more?
@32
I'm writing an HRTF engine from scratch in C++ under the Unlicense, with a C API. It's here. It's not ready for wide usage yet, but should be in the near future, probably on the order of a month or two until some degree of stability and 3-4 months before it has reverb and all the other things you'd want. There's an audiogames.net thread here for when I have progress (which should be soon, even though that's not been updated in a while). Eventually it'll get a blog instead.
4-5 years ago, my first attempt at 3d audio was using OpenALSoft. I had to fork it and hack it to have HRTF enabled reliably, and my current implementation sounds almost as good without having tried super hard. It may have improved a lot since then, but I doubt it.
Changing the HRTF table doesn't matter. There aren't enough datasets available, processing what datasets we do have requires hours of time and a good bit of know-how, and making a dataset for yourself requires hypothetical things from papers by Microsoft without any real-world implementation outside their research lab or access to an anechoic chamber for something like 8 hours.
I don't object to Fmod on a technical standpoint. I object to Fmod on a licensing standpoint. "You can release one piece of software every 12 months or you have to give us at least $5000" does not make me happy.
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