[SDL] Is there a 3D sound mixer?

Warren Downs warren at businesslink.com
Tue Aug 17 12:06:18 PDT 1999

How about write a "functionality" layer in C, then provide C++ wrapper classes 
to give it a nice object oriented package?


______________________________ Reply Separator _________________________________
Subject: Re: [SDL] Is there a 3D sound mixer? 
Author:  <sdl at surfnetcity.com.au > at internet-mail
Date:    8/18/99 1:59 PM

The only problem I think there is with C++ is that almost everybody's work 
is already in C as that is what language SDL uses, so the add on would be 
useless to some of us (unless we re-write all our code, which I for one 
wouldn't do when I could just as easily re-write all your code)
Gary Scillian wrote:
> Hello all.  I've been lurking for a while and I've really enjoyed it!
> I've been working in the game industry for about four years, but I'll be 
> starting into some .mp3 work soon, and I'd like to keep in touch with
> the game community.
> I've been wanting to contribute some time to the SDL effort, and I was
> wondering whether anyone is working on a (GPL'd) SDL-compatible 3D sound 
> mixer?  I was thinking along the lines of stereo panning and attenuation 
> that is typically found in DirectSound or the Miles Sound System.
> Also, would it be bad style to do this in an object-oriented way using 
> C++?  It would be a layer sitting on top of the basic sound buffer
> access in SDL and would make more sense at the game level, where
> object-orientation has real advantages for code reuse, maintainability, 
> and reliability.
> I've been doing mainly graphics engine work, so sound would be 
> interesting and fun for me.
> Thanks for any guidance.
> --
> Gary Scillian  scillian at home.com
> "There's a seeker born every minute." - Firesign Theatre

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