sol_hsa at November 11th, 2013 02:37 — #1
Since posting a reply to an old thread doesn't seem to have any effect, I'll just try doing a new post.
SoLoud Audio Engine "TLF" milestone release; changes include:
- PortAudio, winmm, oss, wasapi, xaudio2 and openal back-ends
- 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
Downloads, as well as documenation in various formats can be found at http://soloud-audio.com
(Is it just me, or has it become more difficult to announce projects on the net lately? All developer news services have disappeared, replaced by reddit/stackoverflow -wannabes. Even old forums worked better).
reedbeta at November 11th, 2013 13:18 — #2
I saw your other post in the "replies" and "unread" tabs. Not sure why it didn't bump the thread in the "newest" tab, though...
stainless at November 12th, 2013 05:57 — #3
To make it really useful, could you include the ability to stream audio from storage as well.
The reason for this is that games have vast numbers of sound effects. Lego Batman 2 had a little over 2000.
You don't want all of them in ram at the same time :>
Also much better to stream music than to load it all into memory at once.
LB2 also had a bad habit of loading the same sound effect into ram multiple times with slightly different parameters (replay rate, pitch, etc). This is for the occasions where you want multiple copies of the same sound effect almost at the same time. (for example when you scoop up a load of pins)
Would be nice to be able to play the same memory buffer with different parameters to do the same thing without having multiple copies in ram.
sol_hsa at November 12th, 2013 06:09 — #4
SoLoud's WavStream streams waves and oggs from disk.. and when you play N instances of a single sound, it only uses one copy of the data in RAM.
sol_hsa at November 12th, 2013 06:13 — #5
I've tried to make things as clear as possible in the documentation, but people still seem to have odd notions on what SoLoud does.. I wonder what I'm doing wrong =)