Hi Dark,

Actually, cross-platform audio really isn't a big problem. Not as big
as it use to be a few years ago. Thank the developers over at
Firelight Technologies for making such a great audio API called FMOD
Ex. Right now FMOD Ex is the leading audio API for game developers,
and best of all it runs on Mac, Windows, and Linux. There are
comercial builds for Play Station, XBox, and other platforms as well
but I don't want to know what it would cost to license those special
versions for game consoles. Lol!
Anyway, these days cross-platform audio isn't a problem. Slightly
expensive, but with the right API like FMOD Ex you can get the same
quality of audio output and features as XAudio2, DirectSound,
OpenAL,or any of the other audio APIs out there. FMOD offers 2d stereo
panning,virtual 3d positioning, and so on. It offers lots of
cross-platform DSP effects such as echo, low pass filters, pitch
changes, etc. If that wasn't enough to ice the cake it supports a
number of file types such as wav, mp3, aif, flak, wma, and ogg out of
the box. All be it some proprietary formats like wma are only
available on Windows builds not Linux. Of course, since ogg is
supported on Mac, Linux, and Windows that's the ideal compression to
use for large sound files like music and background ambience.

Basically, we've decided to begin using and licensing FMOD Ex for our
future titles for this reason. Streemway is nice, but its not
cross-platform. FMOD litterally has everything we need and supplies
top quality audio for every platform we can see developing games for
in the future. Plus saves us time  writing a library that wraps OpenAL
with similar features to load and decompress mp3s, ogg, wma, etc. FMOD
has got it all already. No need to duplicate the work ourselves. So
the next generation G3D engine as well as our free open source
projects will be based on FMOD Ex for audio.

Smile.

On 4/18/11, dark <d...@xgam.org> wrote:
> I must confess Tom I got this wrong as well, sinse I assumed that as the
> game was going to becross platform and textual, sounds and music would be at
> a minimum sinse I know there are issues replicating sounds on various
> platforms, eg, whether using direct x or some other component in playback,
> positioning etc.
>
> Glad to here it though, it'll add a lot to the games' overall ambience.
>
> Beware the grue!
>
> Dark.
>
>
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