SoLoud Audio Engine release

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 :slight_smile:

– 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

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