Re: Survey of cross-platform spatial audio libraries

2019-12-24 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

Soloud is another option,, if your language is C++

URL: https://forum.audiogames.net/post/488137/#p488137




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Re: Survey of cross-platform spatial audio libraries

2019-12-23 Thread AudioGames . net Forum — Developers room : stefika via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

@11Technically, Quorum is just running an OpenAL stack under the hood. So ya, you could do whatever stuff you wanted in C if you felt like it. The API on top of it is then basically designed to give easy access to easy things, like doing spatial audio without low level buffer manipulation, while still giving you access to anything low level you want to tackle. Or at least, I think so at least.

URL: https://forum.audiogames.net/post/487818/#p487818




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Re: Survey of cross-platform spatial audio libraries

2019-12-21 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

It may be easier, I personally find FMOD preferable IMO. I like it, though OpenAL via Alure is a very good alternative. Ultimately, what sound library you use is up to you. Does the quorum 3D audio library provide a C API? If not it'd be pretty hard to use without Quorum.

URL: https://forum.audiogames.net/post/487407/#p487407




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Re: Survey of cross-platform spatial audio libraries

2019-12-21 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

It may be easier, I personally find FMOD preferable IMO. I like it, though OpenAL via Alure is a very good alternative.

URL: https://forum.audiogames.net/post/487407/#p487407




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Re: Survey of cross-platform spatial audio libraries

2019-12-21 Thread AudioGames . net Forum — Developers room : stefika via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

You could try Quorum's 3D positional audio libraries or DSP engine if you want:https://quorumlanguage.com/tutorials/ds … orial.htmlIt's been pretty well vetted and I find it a lot easier to use than something like fmod, while still giving a significant amount of power for doing 3D positional audio through HRTF or otherwise. Basically, you can make objects, attach sound to them, and then move them in 3Space and the engine does the rest. Or, if you want to go nuts and do the multi-channel stuff yourself, you have access at the really low level if that's your thing as well.

URL: https://forum.audiogames.net/post/487345/#p487345




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Re: Survey of cross-platform spatial audio libraries

2019-12-20 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

I've never used SteamAudio directly; There is an FMOD plugn that gives you all of SteamAudios functionality without you havng to worry about the low level detail. Bass is proprietary, so that might dent your project a bit.

URL: https://forum.audiogames.net/post/487064/#p487064




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Re: Survey of cross-platform spatial audio libraries

2019-12-20 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

Thanks, everyone.Bass was the library I'd seen mentioned before and forgotten about. Looks like it's a bit lower-level than I'm looking for.I'd seen Resonance, though it looks like it hasn't been updated in a bit.Hadn't heard of Steam Audio before. Looks like it has a C API, which is great for ABI compatibility. Anyone have any experience working with this? I see it does physics-based audio rendering. Is it easy to not use this if you don't need it? Seems like a nice feature, but trying to accurately reflect my game geometry to the audio engine seems like a challenge I'd need help with. I'd probably be initially satisfied with audio spatialization and maybe a bit of reverb.

URL: https://forum.audiogames.net/post/487056/#p487056




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Re: Survey of cross-platform spatial audio libraries

2019-12-19 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

@6, panda3d is neither a sound library, nor it uses bass.it is a game engine and for it's audio, it uses either fmod or OpenAL and it is cross platform.I recommend it to who wants to make great 3d games since it has a wrapper around bulletphysics as well.

URL: https://forum.audiogames.net/post/486974/#p486974




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Re: Survey of cross-platform spatial audio libraries

2019-12-19 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

Panda 3D is the best audio library I've seen. I think it either uses its own sound engine, or uses Base, but cross-platform sound is not something that is easy to get.You could do something with brython though, and use the browser as your platform.

URL: https://forum.audiogames.net/post/486957/#p486957




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Re: Survey of cross-platform spatial audio libraries

2019-12-18 Thread AudioGames . net Forum — Developers room : Alan via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

Hey, folcs:any of those options has a wrapper for fython? Thanks in advance.

URL: https://forum.audiogames.net/post/486691/#p486691




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Re: Survey of cross-platform spatial audio libraries

2019-12-18 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

If you want a ready made solution, I would go with either one of the suggestions made above. But if you're like me and want to have a crack at rolling your own, the solution that worked for me was HRTF via partitioned convolution. Luckily I found a library for it so I didn't have to write that part from scratch. I gathered some public domain HRTF impulses, tweaked them a lot, and fed them to the convolution engine and got a result that I am very happy with.Here's the convolution package I used:https://github.com/justinfrankel/WDLKind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/486468/#p486468




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Re: Survey of cross-platform spatial audio libraries

2019-12-17 Thread AudioGames . net Forum — Developers room : nyanchan via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

I thought Steamaudio also had low-level API. You can get processed bit stream and feed it to your audio backend, IIRC.

URL: https://forum.audiogames.net/post/486373/#p486373




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Re: Survey of cross-platform spatial audio libraries

2019-12-17 Thread AudioGames . net Forum — Developers room : ogomez92 via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

hihave you checked out resonance audio from Google?Sure, it was written for the web and Unity, but I'm pretty sure you could use it in other programming languages as well.cheers.

URL: https://forum.audiogames.net/post/486192/#p486192




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Survey of cross-platform spatial audio libraries

2019-12-17 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Survey of cross-platform spatial audio libraries

Hey folks,Haven't done much game development lately, but I'm about to be off for the holidays and my girlfriend will be in the Great White North(TM), meaning lots of free time.My engine of choice does a lot right, but its 2-D audio support is terrible. It basically assumes that 2-D audio is always centered/oriented relative to the screen's center, so for top-down games centered on the screen it's great. Anything else and it falls down. Its 3-D audio support is better, and I have a hack in place to manage an invisible camera that syncs 3-D audio streams to 2-D positions. But this too has its limitations, and I want an escape hatch for when those inevitably appear.Wondering what today's state of the art in spatial audio libraries is? OpenAL and FMod are about all I know. I've seen a few others mentioned here and there, but don't remember what they are.Spatial and cross-platform are my first requirements. A good FFI interface, preferably for C, is a close second.Anything other than OpenAL out there?

URL: https://forum.audiogames.net/post/486182/#p486182




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