TÉLÉCHARGER FMOD POUR SDL

I won’t talk about DirectX here since other people will have plenty of feedback here ;- Here’s what you need to consider: The way it’s designed really saves you programming time and gives you more possibilities to experiment and build complex sound structures. Wwise offers a little more in terms of functionality, but its API seems much larger and cumbersome with awkward concepts to get your head around. It’s flexible and makes your music smoothly react to your game inputs. Hi Andre, your approach is very similar from what I have done with success with fmod within game loop was enough, frame rate of. I use small music. Obviously, DirectX is out of the question due to our needs for cross-platform capabilities.

Nom: fmod pour sdl
Format: Fichier D’archive
Système d’exploitation: Windows, Mac, Android, iOS
Licence: Usage Personnel Seulement
Taille: 32.98 MBytes

A little remark update to this answer: There’s a recent effort to built the implementation from ground up, though: Other than the DevMaster tutorials though, I haven’t seen much documentation that’s blown me away. I use small music. In your game loop: Performance – This is something you’ll need to evaluate for yourself, you can’t say any one is better than the other because it depends on your platform and type of game. I won’t talk about DirectX here since other people will have plenty of feedback here ;- Here’s what you need to consider:

FMOD – it really is a very good product, those guys do a great job. Sure, it’s more work than just using OpenAL, but OpenAL is not even available on some platforms, and has various quirks on other platforms that you can’t even fix because there’s no source code you can fix.

  TÉLÉCHARGER MUSIC USMH 2009

That may have made sense 10 years ago, but these days your sound effects are generally MP3s or OGGs too. Cheers, Andre Gabriel Gambetta wrote: That’s why I’m evaluating WWise for my next game. Post as a guest Name.

fmod pour sdl

If someone ddl some better material than I’ve found, that’d be awesome. Check if support costs extra though. Is there any other SDL based lib with streaming.

SDL_mixer 2.0

Greg Rogers 27k 15 55 As I understand it, the difference between « sound » and « music » is that « music » is compressed but « sound » isn’t. There’s a recent effort to built the implementation from ground up, though: Always fast and ready to help.

Mon Sep 07, 1: OpenAL is supposedly cross platform, and on each platform it has it’s own quirks. A little remark update to this answer: By clicking « Post Your Answer », you acknowledge that you have read our updated terms of serviceprivacy policy and cookie policyand that your continued use of the website is subject to these policies.

Query if sound has finished playing. I won’t talk about DirectX here since other people will have plenty of feedback here. Also, this artificial distinction makes it very difficult to cross-fade two BGM tracks.

Mon Sep 07, 5: Wwise is probably the most complete solution for sound development in terms of workflow.

fmod pour sdl

Sign up using Facebook. Granted, I can pour over the code to deduce my options, but it seems like a bit of a pain considering I sdp eventually be paying for it.

  TÉLÉCHARGER WIFIWAY 0.6

The way it’s designed rmod saves you programming time and gives you more possibilities to experiment and build complex sound structures. It has a much more developed toolset than Miles. It’s not exactly « open », either. Wwise offers a little more in terms of functionality, but its API seems much larger and cumbersome with awkward concepts to get your head around.

Post Your Answer Discard By clicking « Post Your Answer », you acknowledge that you have read our updated terms of serviceprivacy policy and cookie policyand that your continued use of the website is subject to these policies. Mon Sep 07, 7: However, like OpenAL, they have nearly non-existant documentation. The ffmod doesn’t provide any way for the sound fmov to have control over sound volumes, attenuation, randomization, fading, or just about anything else that isn’t stored in the sound file itself.

Hello Gabriel, it depends on your use case: Anyways, thoughts, comments, concerns?

c++ – Game Development Sound Frameworks – Stack Overflow

Obviously, DirectX is out of the question due to fmodd needs for cross-platform capabilities. Sign up or log in Sign up using Google. I think using native APIs on each platform makes a lot of sense; you just abstract it under common interface that you need, and have different implementations on each platform.