SoLoud is an easy to use, free, portable c/c++ audio engine for games.
Zlib/LibPng licensed. Portable. Easy.
Official site with documentation can be found at: http://soloud-audio.com
Free, easy, portable audio engine for games
Home Page: http://soloud-audio.com
License: Other
SoLoud is an easy to use, free, portable c/c++ audio engine for games.
Zlib/LibPng licensed. Portable. Easy.
Official site with documentation can be found at: http://soloud-audio.com
Looks like soloud_bus.h is missing (probably .cpp too)
Currently there's no guarantee that when starting (or unpausing) two streams, they'll start at the same time. Second one may end up in the next output buffer.
I'm not quite satisfied with the current FFT implementation; I'm not certain, but I think doing fft + ifft should result in more or less the same signal, instead of blowing up the amplitude. Also, I know it could be faster, especially since we use a fixed window size.
The code has already been refactored so that replacing the implementation should be simpler.
most (SDL) demos might be cross-platform by switching from SDL graphics (which is legacy 1.2 anyways) into text ascii art
maybe a single header-only portable console library with gotoxy()/clear() and (color) printfs should be enough
Should define typedefs for sound handles and errorcode return codes to make it more obvious what different ints are.
Instead of fixed max number of voices, soloud probably should sort the sounds by audibility and only play the N most audible.
It makes more sense to "play" hundreds of audio loops in positional audio, but most of those are not audible at the same time (actually, most will have a volume of 0).
Currently, visualization data is gathered from the exit point of the sound graph. It would be better if the data could be gathered from any point, or at least from the output of any mix bus.
This way the visualization wouldn't be hampered by global volume changes, filters down the line etc, and thus it would be possible to create visualizations "in the world", instead of just the global output.
Research whether making back-ends for sfml and allegro makes sense, and implement them if there's a chance of getting low latency
After about a day, float starts to run out of precision, so it's probably not a good choise in the long run - consider alternatives / workarounds.
Currently, the SoLoud api has no mechanism for error reporting. Design and implement a non-invasive mechanism. Exceptions can't be used.
Need to be able to trigger sounds at a better accuracy than at the start of a sound buffer. Use case: shmup where lots of things are shooting and triggering sounds. Currently most of the sounds will just overlap.
The wav/wavstream classes have some "read file from memory pointer" functionality, this should probably be generalized to reduce copypasta.
My fear with this is that this move will turn soloud more into one of those feature creep monsters and will be tweeting its status in a couple years..
It should be possible to change the libmodplug so that we can have several "playheads" for one set of data that's loaded. This would also make creation of instances faster, as parsing would only happen on load() time.
Implement direct /dev/dsp back-end on Linux.
Fix the SDL back-end to load sdl2 dll correctly (different mutex function names)
SoLoud needs filters to adjust the way the speech synth sounds. Result doesn't (necessarily) need to be legible. Stuff like robotize, radio static, "blackmailer masked voice", etc.
Figure out audio interface(s) in osx for new backends
Solve dyndll loading in osx for existing backends
Hi,
would it be possible to get a simple microphone recording plugin?
I suggest some API like:
bool record_start( );
AudioSourceInstance* record_stop(); // no idea about the return value - but it would return a buffer that you can immediately play or analyze.
Create API for resamplers (fast and high quality options)
Often you want to seamlessly segue from a sound effect to a new music track, or do consecutive sound effects or seamless playback of multiple pieces of music one after another.
Would be nice to have basic functionality in soloud to achieve these without having to code your own callback magic crap.
Find a soloud api-friendly way of exposing more of libmodplug api (like querying current pattern or whatnot)
The ffft library is great, but takes ages to compile; we don't need the flexibility, and instead only really need some specific fixed-width fft/ifft solution.
The author of sfxr gave us permission to re-license sfxr under zlib/libpng license, so do so and integrate sfxr as an audio source.
Should make static libraries and binaries of the tests, at least.
Short mono-mix of current output audio. Only generated if enabled via flag at init time.
One of the requested features is a DLL interface, mainly so that SoLoud could be used from other languages than c++. Creating the DLL requires a plain "C" interface. The "C" interface could be largely autogenerated by parsing the header files and generating the glue code. Some bits, like custom audio sources, are either harder or impossible, but most of SoLoud's functionality should wrap into a "C" interface rather nicely.
Try to figure out whether it's possible to get SoLoud to work through emscripten. May require new features in Emscripten to work.
While lerp resampler is better than nothing, SoLoud needs a higher quality resampler (or few).
Make an emscripten-friendly build mode.
Implement loop points to audio. Currently looping always jumps to the beginning of the stream.
Add methods to get the length of a wave source.
Add ADPCM compressed audio support to wave loader
rpg maker seems to use ruby, so having a ruby wrapper might benefit at least those guys..
Create a sub-classable fft filter class that handles fft / ifft and lets the 'payload' do things like pitch shifting.
Architectural work: figure out what to actually do with the speakers
Since the panning volumes only change once per audio buffer, it produces audible clicks. Add small ramps to fix this. (Might simplify the mixer because after this we might not need to evaluate volume faders once per sample).
One of the "basic" features SoLoud still lacks are mixing busses.
3d audio isn't completely tested, the look-at matrix might work as is, or it might need work, attenuation modes might have some issues, etc.
Implement WASAPI windows back-end.
Currently, SoLoud has two ways of handling wave data: completely uncompressed to memory, or completely streamed off disk. An intermediary approach could also be useful, where compressed data is in memory and is decompressed on the fly. In this context, raw 16 and 8 bit audio is also considered to be "compressed".
Such as darkbasic, glbasic, blitzmax, etc. I'll need people who use those languages to help with this.
Replacing the audio system in some full-scale game would be a great way to test and stress SoLoud.
Integrate the public domain modplug as an audio source (mod/midi format support)
We're doing plenty of stuff in the portaudio callback that portaudio documentation directly forbids, including file i/o and memory allocations.
A better way would probably be to run a separate thread that performs those calculations in advance, and gets triggered by the portaudio callback whenever we've run out of ready material.
Negative side effect from this is increased latency, and things seem to work fine..
The codegen should also parse a template file and generate custom output to make generation of various non-c wrappers easier.
Find or implement a free XM / MOD player, and implement it as an audio source.
Refactor OpenAL back-end to use the new thread functions and test on Linux.
Someone's bound to need a 64bit build eventually. At least back ends (dyndll stuff) needs a lot of work.
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