After a few months of work, I’m happy to announce a new release of the
SoLoud Audio Engine - a free, portable, easy to use c/c++ audio engine
for games.
Downloads and documentation can be found at
http://soloud-audio.com
Changes include;
PortAudio, winmm, oss, wasapi, xaudio2 and openal back-ends (SDL
back-end is the most tested one)
Simplified cleanup - no separate cleanup functions per back-end
Simple cross-platform thread support for back-ends that require it
Filter interface revamped
Echo, fft and biquad resonant (low/high/bandpass) filters
Switched from ffft to a simpler (and slower) fft implementation
Faders can now oscillate
wav/ogg files can be loaded from memory
AudioInstance -> AudioSourceInstance rename
SoLoud core split into a bunch of source files to keep things manageable
Various changes aiming at multi-channel support; hardcoded stereo
support removed
Audio samples no longer interlaced to simplify filter processing
Simplified init and wave loading by removing useless options or
moving them to constants in soloud.h
Mixing busses implemented
Visualization via FFT or waveform supported, requires init flag to work
Resampler interface and linear resampler
Granularity of audio buffers fixed to a small value, configurable via soloud.h
Per-sample volume faders
Reworked old and added more example applications
Premake4 script for project files to generate static libraries
Reorganized files for easier handling (single include directory, etc)
Lots and lots and lots of bug fixes and mixer rewrites
Looks awesome
– Aggelos KolaitisOn 9 ??? 2013, at 7:39 ?.?., Jari Komppa <jari.komppa at gmail.com > wrote:
After a few months of work, I’m happy to announce a new release of the
SoLoud Audio Engine - a free, portable, easy to use c/c++ audio engine
for games.
Downloads and documentation can be found at
http://soloud-audio.com
Changes include;
PortAudio, winmm, oss, wasapi, xaudio2 and openal back-ends (SDL
back-end is the most tested one)
Simplified cleanup - no separate cleanup functions per back-end
Simple cross-platform thread support for back-ends that require it
Filter interface revamped
Echo, fft and biquad resonant (low/high/bandpass) filters
Switched from ffft to a simpler (and slower) fft implementation
Faders can now oscillate
wav/ogg files can be loaded from memory
AudioInstance -> AudioSourceInstance rename
SoLoud core split into a bunch of source files to keep things manageable
Various changes aiming at multi-channel support; hardcoded stereo
support removed
Audio samples no longer interlaced to simplify filter processing
Simplified init and wave loading by removing useless options or
moving them to constants in soloud.h
Mixing busses implemented
Visualization via FFT or waveform supported, requires init flag to work
Resampler interface and linear resampler
Granularity of audio buffers fixed to a small value, configurable via soloud.h
Per-sample volume faders
Reworked old and added more example applications
Premake4 script for project files to generate static libraries
Reorganized files for easier handling (single include directory, etc)
Lots and lots and lots of bug fixes and mixer rewrites
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
slouken
November 10, 2013, 12:40am
3
Congratulations! :)On Sat, Nov 9, 2013 at 9:39 AM, Jari Komppa <jari.komppa at gmail.com > wrote:
After a few months of work, I’m happy to announce a new release of the
SoLoud Audio Engine - a free, portable, easy to use c/c++ audio engine
for games.
Downloads and documentation can be found at
http://soloud-audio.com
Changes include;
PortAudio, winmm, oss, wasapi, xaudio2 and openal back-ends (SDL
back-end is the most tested one)
Simplified cleanup - no separate cleanup functions per back-end
Simple cross-platform thread support for back-ends that require it
Filter interface revamped
Echo, fft and biquad resonant (low/high/bandpass) filters
Switched from ffft to a simpler (and slower) fft implementation
Faders can now oscillate
wav/ogg files can be loaded from memory
AudioInstance -> AudioSourceInstance rename
SoLoud core split into a bunch of source files to keep things manageable
Various changes aiming at multi-channel support; hardcoded stereo
support removed
Audio samples no longer interlaced to simplify filter processing
Simplified init and wave loading by removing useless options or
moving them to constants in soloud.h
Mixing busses implemented
Visualization via FFT or waveform supported, requires init flag to work
Resampler interface and linear resampler
Granularity of audio buffers fixed to a small value, configurable via
soloud.h
Per-sample volume faders
Reworked old and added more example applications
Premake4 script for project files to generate static libraries
Reorganized files for easier handling (single include directory, etc)
Lots and lots and lots of bug fixes and mixer rewrites
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org