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Switching to a single audio backend (library) #43
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my suggestion is SoLoud (it has support for playing from byte streams). |
Why not decide for one solution, but support multiple backends indirectly by providing the ability to further extend Lucia and support the already existing backends in external repositories? That would allow Lucia to be extended by other individuals if needed and even to add in support for other libraries from scratch where required. |
I am mixed. |
I agree fully with @Amerikranian and his approach with recording samples of it. |
Thats not true, even not in the audio games community, as previous experience with BGT shows. It was paid when it came out, and it got quite a few people who bought it, even the more than $100 to develop commercial games. And to be honest, when producing a game that costs like $20+, paying $250 to $300 once would mean that you've got all the money back as soon as 10 to 15 people purchase it, which isn't even unrealistical in the VI community. |
Hi there, i'd say that we listen to what each audio lib has to offer, and then go appon the prefs of the users. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. |
@Timtam would love to see your implementation with the combination of Steam Audio and bass. |
Its still in closed state, since its part of a paper that needs to be approved first, but I will make it open-source as soon as that is done. Its however a rather simple C/C++ shared library and can be implemented in Python as well, either natively by using ctypes or by using tools like Cython. It is however also possible to simply link the library into whatever project you like, as soon as bindings are available for Python of course. I think I will make it available via my Bass4Py project as soon as it comes out too. |
Hi all, I wrote a wrapper for Openal-soft with Cython. I have provided a human friendly API. Many operations are handled in the background by C, python and Cython. There is also HRTF support. What opinion do you have about this? The project is still private. There are a few things that never end. If there are those who want to review, they can reach it from my e-mail. I can add it to the project. I added Nicklas. I think he is one of the leaders of this project. |
Would sound great to look at |
Great, I can release it after 1/2 week. Then you can browse what might come in handy for this project. Healthily. |
I have seen it, and it looks really good. |
may I suggest Synthizer? If your unsure what Synthizer is. Then check |
hi @Khalil220 Thanks for the suggestion in any case, and thanks for showing interest in Lucia. |
@Timtam Sorry to revive this but I'm looking into using bass with steam-audio and ran across this, Is this thing still ready? I even just need a little example of the usage and that would be enough. |
Yeah, didn't yet find the time to publish the source, have had quite a bit to do those last years. I packed a zip with the source however. Keep in mind that the code is fairly old, it built against a SteamAudio version that is kinda old nowadays and thus it might not be compatible anymore. The build was realized via SCons, dunno if something changed on that end. Oh and you'll need to ask the BASS developer for the add-on header file, I'm not sure about the license so I won't be sharing that publicly, just in case. |
Hi.
This is a suggestion to switch to one (1) single audio backend.
While having multiple audio backends sounded good in alpha development (on paper) it is simply not viable and is too huge a cost to maintain.
The backend we switch to as the single (permanent) audio backend should live up to these criteria:
My thoughts:
OpenAL (or OpenAL Soft which we would be using) is LGPL-licensed and cross platform. Some users have reported strange behaviour when using OpenAL. In addition 3d seams to work kinda strange on some machines.
From the OpenAL soft website:
Bass:
Bass have support for wave and ogg, both from the filesystem and from streaming from a byte buffer, in addition to a lot of other formats out of the box.
Bass also have amazing 3d support with included effects.
Bass, however is only free to use for non-commercial use and if one wishes to use it in a commercial title, they would need to buy a license (which is kite expensive). In addition, some developers had problems getting bass up and running on MacOS (myself included).
FMod:
FMod, like bass, fulfill all of our requirements except the ability to use it in a commercial title for free.
Soloud:
Soloud is a kite interesting one.
Soloud fulfill our requirements about licensing and about being able to use it in a commercial title.
Soloud supports wave and ogg (and other formats).
Something I'm not sure about, is if it supports playing from a byte stream / buffer, like the one given by a resource file.
And to what the developers of Soloud had to say about a catch:
Don't know if that's a problem or not.
In addition I don't know how their 3d support are, and if it's cross platform.
Conclusion
I would say our choice are between OpenAL and Soloud.
If someone could get back with some answers about the uncertainty about Soloud's support for 3d, cross platform and playing from byte streams, that would be amazing.
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