The main reason many cross platform developers choose to use FMOD,
OpenAL, etc instead of SDL-Mixer is because of more advanced audio
features. SDL-Mixer is fine if you only plan to use it in a 2D audio
environment like Troopenum, Dark Destroyer, ESP Pinball, etc but to
create a game as advanced as GMA Tank Commander, Shades of Doom, or
Sarah you would need something more advanced to get 3d sound support.
OpenAL, for example, can do it on Linux, Windows, and Mac which makes it
a better option than SDL-Mixer. I believe FMOD also has 3d support as well.
While I am at it another feature SDL-Mixer lacks is changing the sound
frequency on the fly. If you were developing a racing game the one thing
you need to do is change the speed of the car's engine as well as its
volume to make it sound realistic. SDL-Mixer won't allow you to change
the frequency on the file in real time so the best you can do is load a
new sound when you shift up or down which doesn't quite sound realistic
enough for my taistes. Which stinks because I eventually hope to port
USA Raceway to Linux, and I need something better than SDL-Mixer that
allows for real time frequency changes.
Ryan Smith wrote:
What reason is there to use FMOD? I find LibSDL to work fine.
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